Considering I don't field solo knights any more having 2 small low and making a shdeatch +3 cp is big for ad mech. As long as they are worth it!
So for me seems like a good option since many got a crusader++ getting dust but:
A) need to be cc worty with good invu not like Robots !
B) need to be low in points to fit with Cawl star +1 more detach!
C) need to have ad mech for canticles or we are again with out new unit and as always it would be more wise to play imperium with Astra custodes detachments.
D) if there is no synergy with ad mech will prove that gw really don't give a gak about ad mech. There non other army codex or not so bad designed useless and with no plan on the table like ad mech.
em_en_oh_pee wrote: They are a Lord of War? Well, they will be overpriced then. GW has no idea how to handle point costs on the "big" stuff (see: Knights).
That's what I'm afraid of. The box is weird though, someone over at bolter and chainsword calculated the necrons to be worth around 500points (I don't know necrons and this is obviously pre-codex so not exactly ironclad numbers) but Admech is 195 minimum sans knights (125 for a base TPD and 70 for 10 rangers, stock) but considering they're showing them with an transuranic arquebus, an arc rifle and a guy with a phosphor blast pistol they're actually 227 points. (+25,+4,+3 respectively). So unless the knights are like 135points each how is this box balanced pointwise?
They don't do balanced box sets, so that isn't something I would factor in. Unless they really are cheap and just terrible - which their weapon load out makes me think they will be.
Don't be so sad about it being a LoW. GWdoes get big stuff. Baneblades and their ilk are fantastic this edition, though last edition I grant they were atrociously bad.
Unit1126PLL wrote: Don't be so sad about it being a LoW. GWdoes get big stuff. Baneblades and their ilk are fantastic this edition, though last edition I grant they were atrociously bad.
Unit1126PLL wrote: Don't be so sad about it being a LoW. GWdoes get big stuff. Baneblades and their ilk are fantastic this edition, though last edition I grant they were atrociously bad.
The Baneblade is the exception, not the rule.
Still, evidence they are getting a better handle on Lords of War. I think unifying them with other vehicles rather than having them be special snowflakes has really helped GW to sort them out.
Unit1126PLL wrote: Don't be so sad about it being a LoW. GWdoes get big stuff. Baneblades and their ilk are fantastic this edition, though last edition I grant they were atrociously bad.
The Baneblade is the exception, not the rule.
Still, evidence they are getting a better handle on Lords of War. I think unifying them with other vehicles rather than having them be special snowflakes has really helped GW to sort them out.
Chapter Approved kinda says they aren't getting it.
I'd guess M12" BS3+ WS3+ S7 T7 W14 A4 LD8 Sv3+ and a 5+ invulvn against shooting (well maybe not but I hope)
The thermal spear , which is a badass name, has the stats of the old thermal cannon and shorter range I'd guess. So Range 24" Heavy D3 S9 AP-4 DmgD6 (12" melta range)
The reaper chain cleaver is a weaker chainsword so maybe S+3 AP-3 Dmg 3
So I've had quite a bit of luck lately with the following list:
Spoiler:
Mars Battalion Cawl
Enginseer
Data Smith
3x5 Vanguard
4 Dakkabots
Stygies Battalion 2x Enginseer
3x5 Rangers, 1 Arquebus in each squad
5 Sydonian Dragoons
Custodes Supreme Command Detachment 2 Shield Captains on Dawneagle Jetbikes (Hurricane bolter)
Shield Captains on Dawneagle Jetbike (Salvo Launcher)
10 CP's
My LVO list had no problem hitting super hard, but had a lot of trouble staying around. The fistellans were shockingly not durable, lacking an invulnerable in combat. The game at the LVO that bothers me the most was the one I played on the GW stream, where celestine walked all over me. I need something with an invul like celestine.
The custodes are the answer here. They are T6 which gets them functionally into the same toughness territory as the robots and have a 4+ invul, with the option for two of them to go to 3+ via wargear. Add into that a WT that gives a 5+ FNP save, the ability to swap out the warlord when one dies and get this trait back, they are crazy durable. Seven wounds mean they can't be removed by a single lucky damage d6 type weapon. They also have the character rule which can be super useful, especially with the dragoons upfield. Coupled with the fact they can act as anti-tank with the salvo launcher they get to be pretty damn useful.
I've been using them to keep the pressure off of my gunline and to support the dragoons where needed. This list has been so fun to play and has rekindled my desire to play ad-mech after the pounding I received at the lvo haha.
If we had a transport for Fulgurite electro priests they could sorta fulfil this role, but even so, the custodes would be definitely more points efficient.
Yes, using Shield Captains in place of Celestine makes a good list. I have run them a few times and have found them to be super worth their 160 points. They are tough and threaten everything and have the mobility to actually play the game while your admech doesn't move. What feels odd is the conflict between sydonian dragoons and the bikers. They feel like they would be fighting for the same space and doing similar jobs. Dragoons have left me with a lot of bad feels because they are VEHICLES without FLY so they can never threaten anything in terrain and get wrecked by narrow rock gaps. Against non-eldar they will do great work.
Because Shield captains can fly, they can always wobbly model onto any part of terrain and don't have the crippling weaknesses dragoons have against power players.
Wulfey wrote: Yes, using Shield Captains in place of Celestine makes a good list. I have run them a few times and have found them to be super worth their 160 points. They are tough and threaten everything and have the mobility to actually play the game while your admech doesn't move. What feels odd is the conflict between sydonian dragoons and the bikers. They feel like they would be fighting for the same space and doing similar jobs. Dragoons have left me with a lot of bad feels because they are VEHICLES without FLY so they can never threaten anything in terrain and get wrecked by narrow rock gaps. Against non-eldar they will do great work.
Because Shield captains can fly, they can always wobbly model onto any part of terrain and don't have the crippling weaknesses dragoons have against power players.
I really like dragoons, despite their weaknesses. The ability to infiltrate and charge has been clutch, the ability to go up S9 with ap -1 and D2 is amazing against tanks, monsters, etc. They also do fantastic work as a giant distraction carnifex. I've never felt they have not been worth it. I wouldn't leave home without this unit, mostly cause they are so fun to play.
Wulfey wrote: Yes, using Shield Captains in place of Celestine makes a good list. I have run them a few times and have found them to be super worth their 160 points. They are tough and threaten everything and have the mobility to actually play the game while your admech doesn't move. What feels odd is the conflict between sydonian dragoons and the bikers. They feel like they would be fighting for the same space and doing similar jobs. Dragoons have left me with a lot of bad feels because they are VEHICLES without FLY so they can never threaten anything in terrain and get wrecked by narrow rock gaps. Against non-eldar they will do great work.
Because Shield captains can fly, they can always wobbly model onto any part of terrain and don't have the crippling weaknesses dragoons have against power players.
They do different jobs, but in a similar way. Dragoons are can openers that wreck vehicles and characters. Custodes are mostly SM Bikes on steroids; they perform mostly anti-infantry roles.
I don't understand what you mean by "can never threaten anything in terrain." Do you mean ruins specifically?
And yeah, obstacles and impassable terrain can be a problem for Dragoons. It's why I never recommend more than 4. Just a reality of how piling in works.
Wulfey wrote: Yes, using Shield Captains in place of Celestine makes a good list. I have run them a few times and have found them to be super worth their 160 points. They are tough and threaten everything and have the mobility to actually play the game while your admech doesn't move. What feels odd is the conflict between sydonian dragoons and the bikers. They feel like they would be fighting for the same space and doing similar jobs. Dragoons have left me with a lot of bad feels because they are VEHICLES without FLY so they can never threaten anything in terrain and get wrecked by narrow rock gaps. Against non-eldar they will do great work.
Because Shield captains can fly, they can always wobbly model onto any part of terrain and don't have the crippling weaknesses dragoons have against power players.
They do different jobs, but in a similar way. Dragoons are can openers that wreck vehicles and characters. Custodes are mostly SM Bikes on steroids; they perform mostly anti-infantry roles.
I don't understand what you mean by "can never threaten anything in terrain." Do you mean ruins specifically?
And yeah, obstacles and impassable terrain can be a problem for Dragoons. It's why I never recommend more than 4. Just a reality of how piling in works.
If an opponent deepstrikes an infantry unit into terrain that is 3" above the ground, it isn't on the first floor of the ruins. So as a vehicle without fly, the dragoons can never pile in within 1 inch of the upstairs models. I may bring my dragoons off the shelf if i can find a game. But I like my bikers so much. THey can get up those ruins and get those models that opponents say are invincible thanks to ruins rules. The good thing about the dragoon bomb list is that it forces your opponent to shoot them at -2. Robots aren't good targets and custodes can't be shot if skitarii are still alive. I do hope the march update mixes things up to allow melee vehicles to be more flexible about targeting things in terrain.
Yeah, okay. That's what I thought. It is super annoying, but the way I see it, Dragoons aren't meant to chase infantry into ruins. They are intended to go for transports and tanks. Maybe get those necessary early hits on a Celestine or Smash Bro.
Personnaly, my 3 Stygies Dragoons + Stratagem are a terrifying weapon against TEQ. I've been wrecking 5 DW Knights consistently on the charge thanks to that.
EDIT: Had the most spectacular fail from 10 Hellblasters while playing against Raven Guard today. He shot my 3 Dragoons with them, in Overcharge, without re-rolls. He lost 9 Hellblasters because of the 1s and 2s to Hit and killed me exactly one Dragoon. I think they are blessed. And morality: Always get rerolls while firing Overcharge.
Hmm I don't know, it looks costly on CPs. And some codices have anti-DS stratagems that can erase your squad if you don't remember it. I prefer Stygies now that I've figured out that the only chance your infiltrating unit is in danger is by having the first turn taken on a 6 by your opponent. I managed to infiltrate 3 Dragoons today against Space Wolves, after the Destroyers and Neutron erased a few Dreadnoughts, I charged the 3 TW and the damaged Rhino, popped Conqueror Imperatives and killed them all. Most brutal Alpha strike ever done by myself. For his defence, he didn't have a good list at all, but he's playing with what he has. Felt good for destroying so much in one turn, but bad for my opponent, as I know what it feels like to be erased in one turn, too.
Unit1126PLL wrote: Don't be so sad about it being a LoW. GWdoes get big stuff. Baneblades and their ilk are fantastic this edition, though last edition I grant they were atrociously bad.
The Baneblade is the exception, not the rule.
Still, evidence they are getting a better handle on Lords of War. I think unifying them with other vehicles rather than having them be special snowflakes has really helped GW to sort them out.
Chapter Approved kinda says they aren't getting it.
Point to where, please.
FW stuff saw an across the board increase, not just for LoWs. For cripe's sake, the Tarantula Sentry Gun and Rapier Laser Destroyers saw points boosts.
They don't do balanced box sets, so that isn't something I would factor in. Unless they really are cheap and just terrible - which their weapon load out makes me think they will be.
Uhh...yeah, they really do. Box sets like this tend to be fairly close in points.
I think people are forgetting, currently, that Necrons are slated for a Codex around the same time this book comes out so will likely see some points tweaks. We're also slated to see a March 'State of the Game' FAQ that may/may not adjust points on some stuff.
Unit1126PLL wrote: Don't be so sad about it being a LoW. GWdoes get big stuff. Baneblades and their ilk are fantastic this edition, though last edition I grant they were atrociously bad.
The Baneblade is the exception, not the rule.
Everyone has been crying about how OP my baneblade is.
Unit1126PLL wrote: Don't be so sad about it being a LoW. GWdoes get big stuff. Baneblades and their ilk are fantastic this edition, though last edition I grant they were atrociously bad.
The Baneblade is the exception, not the rule.
Everyone has been crying about how OP my baneblade is.
My buddy swears by the Shadowsword + CC(5+/5+) + 2x primaris psykers supreme command detachment. The two psykers can either buff the shadowsword or smite. The SS is Valhallan so it doesn't degrade. CC gives the rerolls. If you go against a daemon primarch you basically auto win thanks to the vengeance for cadia stratagem that gives reroll hit and wound against chaos for only 1 CP.
Wulfey wrote: My buddy swears by the Shadowsword + CC(5+/5+) + 2x primaris psykers supreme command detachment. The two psykers can either buff the shadowsword or smite. The SS is Valhallan so it doesn't degrade. CC gives the rerolls. If you go against a daemon primarch you basically auto win thanks to the vengeance for cadia stratagem that gives reroll hit and wound against chaos for only 1 CP.
I don't know, every time someone mentions the shadowsword I just feel like it's either going to be amazing or awful depending on who you face. Yeah, it's going to obliterate a primarch or a knight but if you face someone who doesn't have any one model worth more than a predator/leman russ it's going to be rough earning those points back. Isn't the answer always a baneblade as of right now?
Wulfey wrote: My buddy swears by the Shadowsword + CC(5+/5+) + 2x primaris psykers supreme command detachment. The two psykers can either buff the shadowsword or smite. The SS is Valhallan so it doesn't degrade. CC gives the rerolls. If you go against a daemon primarch you basically auto win thanks to the vengeance for cadia stratagem that gives reroll hit and wound against chaos for only 1 CP.
I don't know, every time someone mentions the shadowsword I just feel like it's either going to be amazing or awful depending on who you face. Yeah, it's going to obliterate a primarch or a knight but if you face someone who doesn't have any one model worth more than a predator/leman russ it's going to be rough earning those points back. Isn't the answer always a baneblade as of right now?
The baneblade kills things that other models in your army can kill. The Shadowsword kills things the other tanks can't. The big gun and the anti titan rules take it over the top. You don't need the weird artillery cannon in the hull.
Wulfey wrote: My buddy swears by the Shadowsword + CC(5+/5+) + 2x primaris psykers supreme command detachment. The two psykers can either buff the shadowsword or smite. The SS is Valhallan so it doesn't degrade. CC gives the rerolls. If you go against a daemon primarch you basically auto win thanks to the vengeance for cadia stratagem that gives reroll hit and wound against chaos for only 1 CP.
...this is evil and I want to do it. I sold my Shadowsword though.
How is a company commander giving it rerolls? Neither tank commanders nor infantry commanders can order a baneblade variant. Far as I know the only way to do that would be yarrick or harker
I'm thinking of building a small side army to fight alongside my Raven Guard, and I was considering going with AdMech to represent the local forces from Kiavahr/Deliverance. However, I know basically nothing about how the AdMech army works, what synergizes well, etc etc. Aside from some kitbashed Guardsmen with Skitarii weapons I plan to run as Rangers and an ooooold Forge World Engineseer, I also don't have any minis.
Can anyone give me some suggestions? What units should I be looking at to work well with Space Marines? Any stand-out units/things to be avoided at all costs? I was thinking of going with the Stygies dogma, though Agripinaa also sounds intriguing (since I'd probably be using Skitarii as bubblewrap to absorb charges).
If you're pairing with Ravenguard, you'll be using Scouts to screen for robots. Do 1000 - 1200 points of Cawl and robots, then one big Raven guard unit to drop in front with their stratagem, and fill the rest with scouts. Not a bad combo.
I have a massive guard army and part of my fluff is that they're on a small scale Macharius type crusade and in one of my campaigns (actual campaign with friends) my army won a planet with a partially functioning STC and earned favor with the Ad Mech. So in honor of that budding alliance (and absolute love for the Kastelan Robots) I got a patrol detachment worth of ad mech. Forgebane and the upcoming campaign got me excited so thanks to eBay I've now got:
Cawl
2 Dominus
1 Engineer (usually plays in my guard army)
10 Rangers w/2 arquebusses
10 Vanguard
3 Breachers w/arc rifles
3 Breachers w/magnetized guns
6 Destroyers w/plasma (I used the wargame exclusive guys since they look BA and are a bit thinner to represent the 4+ save)
10 Fulgerites (because they are fun as gak)
5 Infiltrators
4 dakkabots
3 Dunecrawlers
I don't own any knights but I'm interested in those new ones in Forgebane. Do you think they'll add any value to this army?
6 Destroyers w/plasma (I used the wargame exclusive guys since they look BA and are a bit thinner to represent the 4+ save)
FYI the breachers tracks on the official models are covered an plate armour, the destroyers arent. Quite WHY they dont just bolt those plates on the destroyers is another matter entirely :|
6 Destroyers w/plasma (I used the wargame exclusive guys since they look BA and are a bit thinner to represent the 4+ save)
FYI the breachers tracks on the official models are covered an plate armour, the destroyers arent. Quite WHY they dont just bolt those plates on the destroyers is another matter entirely :|
They'd overheat after a few hours
Source: 7th ed admech codex, probably in 8th as well but I haven't had a look of the lore in that one.
Suzuteo wrote:Yeah. A Cawlstar with 4-6 Robots and Cawl is easily slotted into any army, and kills practically anything.
axisofentropy wrote:If you're pairing with Ravenguard, you'll be using Scouts to screen for robots. Do 1000 - 1200 points of Cawl and robots, then one big Raven guard unit to drop in front with their stratagem, and fill the rest with scouts. Not a bad combo.
I appreciate the advice, though in terms of fluff I'm not sure that including nothing but Cawl and robots really fits the theme that I'm going for (i.e. troops from a small forge world fighting alongside some Marines). I could see the robots being workable, though my Raven Guard are especially lacking in anti-tank weapons, which made me look more at the Onagers. Are Skitarii not any good? Between the weapons, saves, canticles, etc they seemed like a decent inexpensive(ish) way of getting some more bodies on the field as some bubblewrap.
Mm... you could bring naked Vanguard and Dragoons in a Stygies detachment? If you want a Dominus, he works well with Ironstriders too. Just pump them with Protector Doctrina Imperative and the reroll 1 is as good as Cawl's reroll against anything but -1 to hits.
Thanks everyone! I don't plan to play at any tournaments or anything, though my local meta is reasonably competitive and min-maxed. I mostly don't want to simply auto-lose based on my list choices. Dragoons and Ironstriders both look very interesting, and I love the Dunecrawlers. Are Dunecrawlers and Ironstriders the primary anti-tank for AdMech armies (short of Knights, anyway)? Any recommendations between Vanguard anf Ranger Skitarii?
So today hopefully we find out whether it's worth buying Forgebane or not! Armiger preview incoming!
Automatically Appended Next Post:
Porphyrius wrote: Thanks everyone! I don't plan to play at any tournaments or anything, though my local meta is reasonable competitive and min-maxed. I mostly don't want to simply auto-lose based on my list choices. Dragoons and Ironstriders both look very interesting, and I love the Dunecrawlers. Are Dunecrawlers and Ironstriders the primary anti-tank for AdMech armies (short of Knights, anyway)? Any recommendations between Vanguard anf Ranger Skitarii?
See the thing is, admech lack a lot of the synergy the other post-8th codex have been given. Apparently our codex was too early for them to bother thinking about too much.
So we pretty much use robots to kill everything that doesn't need a taser lance to the face lol. Dunecrawlers with neutron lasers or icarus arrays are solid heavy choices as well, though neutron laser is a bit of dice roulette that when they dice are in your favour will murder anything without a good invulnerable save.
I've had good success with Autocannon ironstriders against primaris, a group of 3 comes in at 225 points and offers you 12 shots at 3+, and if you pop a strategm for 1cp....hits on 1+ and with a dominus nearby re-rolls 1. Pretty much gaurantees all 12 to hit just about anything. ironstriders can also advance and fire their Autocannons/Lascannons if you need them to, and popping aforementioned strategm means they can do it while still hitting on 3+.
Dragoons are the same story but better against bigger targets, they're less good against infantry where volume of attacks against them will be their downfall with a lack lustre save. What really makes them good is their ability to move in on vehicles and big things under a cover save and with the stygies dogma a -2 to hit them. Their taser lances also do 2dmg and explode into 3 attacks on a hit roll of 6, which with an equivalemnt strategm to the ironstriders means they explode on 4s and hit on 1+. They're also str 8 base which means they wound virtually everything on a 3 or 2. use the right canticle and you can get them to str 9 and wound a Knight on 3 as well. 4 dragoons set you back 282 points, for 16 attacks that explode on 4s; Not unheard of for them to take out a knight in one turn.
Robots are like the best combination of both, we never field them for melee, they have no invulnerable save in combat and they only hit on 4s. So we use them with 9 heavy phosphor shots each which you can double to 18 under the right protocol. 4 robots alone put out 72 str 6, -2 1D shots for 440 points, and each is T7, 6W with a 4++/5++ and 6s on your invulnerable save reflect mortal wounds to the firer. For 2cp your 72 shots can also deal additional mortal wounds on a natural 6, which is a daemon's worst nightmare.
Our troops are decent, but they're paper thin in 8th compared to 7th. Though much cheaper now. Vanguard put out a lot of shots and 6s to wound make them 2dmg, a squad of 10 naked will put out 30 shots at 18" and in a metallica detachment can advance and fire at no penalty. Anything in combat with them also suffers -1 to toughness, which is only useful if you want to field sicarians or priests. Rangers can benefit from the metalica dogam as well but they lose their rapidfire when they advance; Still puts their threat range at around 42" though, but they just dont have the punch or the number of shots at that range for it to be worth it imo. They are 1pt cheaper each though.
The special weapons on both are decent but pricey and again, you're making a 7/8 pt paper thin model into a 20-30+ point model. Points are usually better spent elsewhere. For the price of 3 special weapons you can almost buy another dragoon.
I'm actually thinking of ditching Neutrons completelly. Most good tough things have an invul save. Against the biggest threats: waveserpents and flyrants, the Lascannon Balistarii actually does more damage :/
Suzuteo wrote: Yeah. AdMech does look cool as hell. It's also one of the most nightmarishly difficult armies to build and paint. T_T
Amen. Fulgurites, Infiltrators and Dragoons. My hate for those models is unending.
Don't have any priests and the Dragoons are indeed designed in one of the circles in hell, but infiltrators? I thought those were pretty nice tbh, I do however dislike painting and assembling rangers/vanguard even though I like the finished models and field a lot of them
Armiger Warglaives are FAST – a 14″ move lets them to close in on enemy targets rapidly, allowing them to unleash hell with their devastating short-ranged weaponry. With Toughness 7, 12 Wounds, a 3+ Save and an ion shield to boot, they’re no slouches defensively, either. It’ll take some pretty dedicated anti-armour firepower to bring one down. We’d recommend taking full advantage of this by sending your Armiger Warglaives ahead of your force and forcing your enemy to deal with them, making space for the rest of your army to operate. Should they fail to take your Armiger Warglaives down – well, that’s where the fun begins…
With four attacks at Strength 12, AP -3 and Damage 3, there’s little that can stand up to an assault from this brutal weapon, and it’ll be particularly potent against enemy heavy infantry as well as armoured units. Just watch out for hordes – you might find yourself bogged down when battling Ork Boyz, Hormagaunts and the like, as you lack the ability of the full-sized Imperial Knight to fall back and shoot with impunity.
Colonel Cross wrote: Looks like the efficiency of that thing is entirely dependant on it's points cost.
Absolutely. I'm really hoping it's not like 235 points. These things look like they could bring some fun to an admech gunline and probably team up well with dragoons so please make them an attractive choice pointswise
One thing to note: "Unlike other Lords of War, you’ll be able to fit up to three Armigers in a single slot". Since it sounds like they'll be Questor Mechanicus, this means Rotate Ion Shields will apply to the entire group of three, if you take them as a unit.
rvd1ofakind wrote: At 200 it has OK durability. If it costs much more - it'll suck
Durability sure, but considering you're quite likely advancing with it round one and firing a d3 weapon you're gonna end up with one hit in meltarange so there's a real risk for mediocre to no damage at all. I really hope they're around 175 points cause otherwise wehat's the argument for this rather than an onager and a dragoon?
rvd1ofakind wrote: I'm actually thinking of ditching Neutrons completelly. Most good tough things have an invul save. Against the biggest threats: waveserpents and flyrants, the Lascannon Balistarii actually does more damage :/
I know where you are coming from, I´m also wondering if I should abandon the Neutron Onager. Sure it´s great if you get to shoot at Leman Russes or things like that but thats not really what I am facing very much. Sure Balistarii does more dmg but it is also a lot more fragile compared to a Crawler. T6 vs T7 and 4+/6++ vs 3+/5++ (with rerolling 1s most likely)
rvd1ofakind wrote: At 200 it has OK durability. If it costs much more - it'll suck
Durability sure, but considering you're quite likely advancing with it round one and firing a d3 weapon you're gonna end up with one hit in meltarange so there's a real risk for mediocre to no damage at all. I really hope they're around 175 points cause otherwise wehat's the argument for this rather than an onager and a dragoon?
I dont know if I would even take it a 175. Im really not impressed...
I suspect that a T7 unit with little or no ability to clear tarpits... And that can't shoot after falling back from the tarpits... is going to be quite poor.
How will this make it past screens to reach the armour it wants to fight?
The 30" melta is ok, so you can shoot over the screens then kite people around a bit I guess.
Maybe dakkastelans become your screen clearer on T1 to make a gap for the armigers to punch through?
If they are more than 150-170 pts I worry for their usability.
I dont know if I would even take it a 175. Im really not impressed...
So at what point cost would they interest you? 150? 130?
At 150 or less I'll easily use both but I also really like the models and moving away from a static gunline is tempting, especially if I don't have to buy more dragoons.
I dont know if I would even take it a 175. Im really not impressed...
So at what point cost would they interest you? 150? 130?
At 150 or less I'll easily use both but I also really like the models and moving away from a static gunline is tempting, especially if I don't have to buy more dragoons.
I dont really have an answer for you. I just thing the model isn´t really adding something to our army..
I dont know if I would even take it a 175. Im really not impressed...
So at what point cost would they interest you? 150? 130?
At 150 or less I'll easily use both but I also really like the models and moving away from a static gunline is tempting, especially if I don't have to buy more dragoons.
I dont really have an answer for you. I just thing the model isn´t really adding something to our army..
Agreed. We already have good anti-tank shooting and fast walkers. I'm hoping GW has anti-horde variants for us to use.
These things are terrible. They are glass cannons. A wave serpent is ~160 points, -1 to be hit, -1 to all damage instances, 6+++ FNP, and they usually have some kind of psychic buff for more defense. And they are 13 wounds I think. Armigers are joke. Complete trash. They are going to cost 220 points for a dreadnaught that moves faster and doesn't have chapter tactics. And the D3 melta is really the last straw for me. D3? Why not just 2? Awful.
A neutron onager is 140 points. The Armiger is faster and has melee. THat means it starts at 220 points. But its stats make it flimsy for its points.
I would replace all my dunecrawlers with these at 170 or thereabouts and certainly consider taking more autocannon ironstriders to go with them....shame the ironstriders cant move and fire with no penalty...but at least with can doctrina them.
Incidentally ion shield means it has no invuln in combat though right? what is the point in that. Same story as robots.
Wulfey wrote: These things are terrible. They are glass cannons. A wave serpent is ~160 points, -1 to be hit, -1 to all damage instances, 6+++ FNP, and they usually have some kind of psychic buff for more defense. And they are 13 wounds I think. Armigers are joke. Complete trash. They are going to cost 220 points for a dreadnaught that moves faster and doesn't have chapter tactics. And the D3 melta is really the last straw for me. D3? Why not just 2? Awful.
A neutron onager is 140 points. The Armiger is faster and has melee. THat means it starts at 220 points. But its stats make it flimsy for its points.
Came here to say this, not surprised Wulfey said it first.
GW prices big, durable stuff too high. This won't be an exception.
Wulfey wrote: These things are terrible. They are glass cannons. A wave serpent is ~160 points, -1 to be hit, -1 to all damage instances, 6+++ FNP, and they usually have some kind of psychic buff for more defense. And they are 13 wounds I think. Armigers are joke. Complete trash. They are going to cost 220 points for a dreadnaught that moves faster and doesn't have chapter tactics. And the D3 melta is really the last straw for me. D3? Why not just 2? Awful.
A neutron onager is 140 points. The Armiger is faster and has melee. THat means it starts at 220 points. But its stats make it flimsy for its points.
Came here to say this, not surprised Wulfey said it first.
GW prices big, durable stuff too high. This won't be an exception.
They need to be 180 points to compete with my 160 custodes bike captains. Anything more and I want the biker captain.
rvd1ofakind wrote: I'm actually thinking of ditching Neutrons completelly. Most good tough things have an invul save. Against the biggest threats: waveserpents and flyrants, the Lascannon Balistarii actually does more damage :/
I know where you are coming from, I´m also wondering if I should abandon the Neutron Onager. Sure it´s great if you get to shoot at Leman Russes or things like that but thats not really what I am facing very much. Sure Balistarii does more dmg but it is also a lot more fragile compared to a Crawler. T6 vs T7 and 4+/6++ vs 3+/5++ (with rerolling 1s most likely)
Neutron has been dead since the Eldar codex landed. Custodes and Blood Angels reinforced the need for Icarus. And with the Tau codex coming, Icarus might almost be mandatory. The strongest units all fly!
They need to be 180 points to compete with my 160 custodes bike captains. Anything more and I want the biker captain.
Those captains are amazing for their points imo (and also really cool models) so even at 180 I don't think they're competing but maybe that's because of all the eldar&fly I'm facing. However since I play mono-faction (well other than potentially knight I guess, it get blurry with these guys) I'd be quite happy with a 180point armiger.
Concerning Armigers: Looking at this stateline, I agree with rvd1ofakind. They need to be in the 140-180 cost range. They are just Crawlers that have traded away 33" of range for an oversized chainsword and more wounds. Super disappointed they don't have an autocannon option.
That being said, the more interesting question is this: Are 3 Armigers better than an Imperial Knight?
rvd1ofakind wrote: I'm actually thinking of ditching Neutrons completelly. Most good tough things have an invul save. Against the biggest threats: waveserpents and flyrants, the Lascannon Balistarii actually does more damage :/
I know where you are coming from, I´m also wondering if I should abandon the Neutron Onager. Sure it´s great if you get to shoot at Leman Russes or things like that but thats not really what I am facing very much. Sure Balistarii does more dmg but it is also a lot more fragile compared to a Crawler. T6 vs T7 and 4+/6++ vs 3+/5++ (with rerolling 1s most likely)
Neutron has been dead since the Eldar codex landed. Custodes and Blood Angels reinforced the need for Icarus. And with the Tau codex coming, Icarus might almost be mandatory. The strongest units all fly!
Neutronager does a different job, unless you pop strat to let it shoot a non-invuln flyers. It isn't a choice between one or the other, imo - just take both. They are cheap enough to do so.
Automatically Appended Next Post:
Suzuteo wrote: Concerning Armigers: Looking at this stateline, I agree with rvd1ofakind. They need to be in the 140-180 cost range. Otherwise, they are just Crawlers that have traded away 33" of range for an oversized chainsword. Super disappointed they don't have an autocannon option.
That being said, the more interesting question is this: Are 3 Armigers better than an Imperial Knight?
As for weapon loadout - keep in mind this is a boxed set. When they inevitably go to a solo kit, I imagine we will see more options... I hope. And that is likely what I will wait for, provided the point cost isn't awful.
Neutron has been dead since the Eldar codex landed. Custodes and Blood Angels reinforced the need for Icarus. And with the Tau codex coming, Icarus might almost be mandatory. The strongest units all fly!
Neutronager does a different job, unless you pop strat to let it shoot a non-invuln flyers. It isn't a choice between one or the other, imo - just take both. They are cheap enough to do so.
Automatically Appended Next Post:
Suzuteo wrote: Concerning Armigers: Looking at this stateline, I agree with rvd1ofakind. They need to be in the 140-180 cost range. Otherwise, they are just Crawlers that have traded away 33" of range for an oversized chainsword. Super disappointed they don't have an autocannon option.
That being said, the more interesting question is this: Are 3 Armigers better than an Imperial Knight?
As for weapon loadout - keep in mind this is a boxed set. When they inevitably go to a solo kit, I imagine we will see more options... I hope. And that is likely what I will wait for, provided the point cost isn't awful.
If I had three tank slots, I would bring three Icarus. There is no situation where I would prefer a Neutron Crawler. Anti-tank should fall to Basilisks, Dragoons, and Kastelan Robots.
True. I might pass on Forgebane for only that reason.
If I had three tank slots, I would bring three Icarus. There is no situation where I would prefer a Neutron Crawler. Anti-tank should fall to Basilisks, Dragoons, and Kastelan Robots.
True. I might pass on Forgebane for only that reason.
Not everyone is running Basilisks. For those folks (myself included), I lean on the Neutronager.
Also, Kastelans sometimes are tied up with priority targets. Dragoons also can't engage across the table or tackle flyers.
In those instances, I am usually happy for my Neutronager. When it shines, it shines bright as heck!
A space marine contemptor dreadnought is 167 points with the multimelta. Now the thermal lance is better than the multimelta, the Armiger is faster and has more wounds. The contemptor has a better WS/BS and everything else is the same as far as we know so far. (Barring the fact that dreadnoughts get chapter tactics) So I don't think it should be less than 167 obviously but anything more than 200 feels equally egregious.
So, a Contemptor with Melta and CCW is 167 as Pina pointed out.
The Contemptor has +1 S, Chapter tactics
The Armigers has +5 M, +2 W, +6" Melta range, D3 shots
So, based on that i would estimate the cost to be around 170-180 - simply because of the additional movement and the better melta weapon.
As soon as we start pushing past this you have to start questioning the point of taking them over Dreadnoughts. Sure, it's cool getting up to 3 in 1 slot, but, why wouldn't you just run them as 3 separate units and claim +3CP?!? (However, if they stay as a unit all game, rather than just for deployment, then it'll take some serious firepower to stop the unit)
If I had three tank slots, I would bring three Icarus. There is no situation where I would prefer a Neutron Crawler. Anti-tank should fall to Basilisks, Dragoons, and Kastelan Robots.
Not everyone is running Basilisks. For those folks (myself included), I lean on the Neutronager.
Also, Kastelans sometimes are tied up with priority targets. Dragoons also can't engage across the table or tackle flyers.
In those instances, I am usually happy for my Neutronager. When it shines, it shines bright as heck!
True. I suppose you would need a Neutron Crawler if you don't run Basilisks. But I have found them the indispensable complement to Kastelan Robots.
Neutron Crawlers can't handle flyers as well as Icarus Crawlers. Unless it's a flying brick with no invulnerable save, but those are becoming rare. >_>
I think there's always something Icarus can shoot at now. Assault Marines, Elysians, Battlesuits, Hive Tyrants, Shining Spears, Wave Serpents, Magnus, Mortarion, Celestine... the list goes on.
If I had three tank slots, I would bring three Icarus. There is no situation where I would prefer a Neutron Crawler. Anti-tank should fall to Basilisks, Dragoons, and Kastelan Robots.
Not everyone is running Basilisks. For those folks (myself included), I lean on the Neutronager.
Also, Kastelans sometimes are tied up with priority targets. Dragoons also can't engage across the table or tackle flyers.
In those instances, I am usually happy for my Neutronager. When it shines, it shines bright as heck!
True. I suppose you would need a Neutron Crawler if you don't run Basilisks. But I have found them the indispensable complement to Kastelan Robots.
Neutron Crawlers can't handle flyers as well as Icarus Crawlers. Unless it's a flying brick with no invulnerable save, but those are becoming rare. >_>
I think there's always something Icarus can shoot at now. Assault Marines, Elysians, Battlesuits, Hive Tyrants, Shining Spears, Wave Serpents, Magnus, Mortarion, Celestine... the list goes on.
There is almost always something a Neutronager can shoot at too. Just about any vehicle or MC, really. Invulns make it less great, but it is still a heavy hitter. As much as I would like Bassies, I am hellbent on staying in-faction for the foreseeable future (mostly due to hobby burnout).
Automatically Appended Next Post:
Kdash wrote: So, a Contemptor with Melta and CCW is 167 as Pina pointed out.
The Contemptor has +1 S, Chapter tactics
The Armigers has +5 M, +2 W, +6" Melta range, D3 shots
So, based on that i would estimate the cost to be around 170-180 - simply because of the additional movement and the better melta weapon.
As soon as we start pushing past this you have to start questioning the point of taking them over Dreadnoughts. Sure, it's cool getting up to 3 in 1 slot, but, why wouldn't you just run them as 3 separate units and claim +3CP?!? (However, if they stay as a unit all game, rather than just for deployment, then it'll take some serious firepower to stop the unit)
Contemptor has a 5++ invuln at all times. Armiger has an Ion Shield, which is only against shooting attacks. That is a big deal.
If I had three tank slots, I would bring three Icarus. There is no situation where I would prefer a Neutron Crawler. Anti-tank should fall to Basilisks, Dragoons, and Kastelan Robots.
Not everyone is running Basilisks. For those folks (myself included), I lean on the Neutronager.
Also, Kastelans sometimes are tied up with priority targets. Dragoons also can't engage across the table or tackle flyers.
In those instances, I am usually happy for my Neutronager. When it shines, it shines bright as heck!
True. I suppose you would need a Neutron Crawler if you don't run Basilisks. But I have found them the indispensable complement to Kastelan Robots.
Neutron Crawlers can't handle flyers as well as Icarus Crawlers. Unless it's a flying brick with no invulnerable save, but those are becoming rare. >_>
I think there's always something Icarus can shoot at now. Assault Marines, Elysians, Battlesuits, Hive Tyrants, Shining Spears, Wave Serpents, Magnus, Mortarion, Celestine... the list goes on.
It really comes down to your local meta. I see very, very few fliers in my local meta, so much so that I usually bring 3 neutron onagers. That being said, we have a lot of Leeman Ruses, Knights, and Baneblades in our meta, so it's hard to justify bringing the icarus. Now, if I start seeing more fliers in our meta, yes, absolutely.
Now THIS is interesting... 1CP for re-rolls of 1 to hit/1 to shoot, in built cover-save/+1 str (does that mean on the X2 you're doubling out Str 7 models??).
Now THIS is interesting... 1CP for re-rolls of 1 to hit/1 to shoot, in built cover-save/+1 str (does that mean on the X2 you're doubling out Str 7 models??).
This has actually been in our codex since it dropped. Great for adding knights to lists. Knights can even benefit from the "use the top of the damage chart" stratagem, I think.
I mean, the Neutronager does about equal to a Fire Raptor as the Icarus loadout. The Icarus really only helps against shooting Jet Pack stuff with invulnerable saves (so almost universally characters).
I run AdMech with the Custodes. My Hurricane Bolters handle that kind of stuff fine. I use the Neutronagers to, well, neutralize big vehicles and monsters ASAP (plus one Caladius Grav-Tank, here's hoping it gets Power of the Machine Spirit!).
It really comes down to your local meta. I see very, very few fliers in my local meta, so much so that I usually bring 3 neutron onagers. That being said, we have a lot of Leeman Ruses, Knights, and Baneblades in our meta, so it's hard to justify bringing the icarus. Now, if I start seeing more fliers in our meta, yes, absolutely.
Sure, but your local meta is your local meta. I can't talk about your local meta with you. We can, however, see what decks are placing Top 8 in tournaments and preparing ourselves for the eventuality of facing these more powerful armies.
Back to general tactics . Armiger's as always disappointed.
+
1) easier detachment with a knight or even 3 of them.
2) +3 cp we need.
3) get a second choise for antitank with some cc ability
4) good speed and stat line
5) can move shoot with no penalty?
6) some abilities we don't yet know like run charge or smt.
-
1) prolly the cost
2) limited weapons
3) suppose to be able to go cc but again in shield so no fnp or invu in cc making onager again more synergise
4) if it can't fall back and shoot /charge and has no cc invu is like you wasting points for enemy to kill. One more time it's clearly stated this is an assault units and has neither weapon options cc options invu does not have the shroud options or dogma -1 to hit like Dragoons .
5) a dragoon 68 points and an Onagers cost 140 average so 208 pooints with better synergy again we LL question why the h bring a knight over them?
6) spending command points to make this a viable unit while canticels buffs synergy with ad mech again needs to be cp based.
So disappointing what role this unit provides with no fnp or cc invu ?? 14 move when I can inflit a dragoon unit? When we got nice shooters . Do what remove all synergy pay knights cost just to have knights in ad mech for what? We removed knights from list immediately . And their real strength with current meta fall back shoot charge vs horde armies where you really believed we could actually become powerful with icarus Onagers and knights able to deal with almost everything again a unit with a charge role and bad design. Is this armiger cc or shoot oriented . Or just once again send to enemies with absolutely no reason 200+ pooints to kill. Mercy gw mercy once more same crap. Send 2 or 3 expensive units to die tar pited midish slained cc from small cheap chars . Can't fight vs current hordish armies can't run charge can't fall back shoot something wtf.
Seriously wtfwth ad mech ??? Give Onagers ability to from units and use less cp to buff and keep your armiger's ffs!!!
Only way I could possibly see these armigers working is in some kind of hokey brigade scheme where you had a whole lot of CP to spare and could afford to throw 2CP a turn into a 3 Armiger unit. Taking them solo for more CP is a trap. You really want them in 1 UNIT so that way the admech strategems apply to all 3 as a UNIT. It could maybe survive to the second turn thanks to shroudspalm and 4++ if you ran it along side a guard brigade and a mini admech detachment for the strategems. EDIT: drop the admech. Just use the chapter approved strategems on a pack of 3 of them next to your guard brigade. They would be run like Slamguinius does next to guard, except do a bad job.
I still can't get over the 12 wounds thing. 1 more than Onager? Really? And the gun isn't even 2 melta gun shots. For such a great model they really killed its offensive output. Even further, in a meta where no one brings T7 solo models without invulnerable saves ... what is this thing supposed to be good against?
Am I supposed to drop Celestine and slot this thing in her place? It sure as hell can't do her job. Is this thing supposed to be like a really inefficient lump of 3 sydonian dragoons? Why? Is it supposed to be a melee Onager for 80 more points? But without benefiting from Cawl's aura? ARG! GW even pre-nerfed repairing it using all the admech repair strategems.
More ranting. Let's go through some recent opponents. The Armiger is horrendous against Chaos Space Marines. Just the basic space marine list is riddled with 1 wound models that attack in swarms (berzerkers) or have lots of meltas and jump packs (talon dudes). Both of those are hard counters to the Armiger. Eldar. Everything about Eldar pees on the Armiger. From the -1 to be hit, to the move after shooting strategems, to the all the -2, 3 damage attacks, and plentiful invul saves all over the place. And every targetted Eldar psychic power is made for debuffing expensive units. Guard. Guardsmen laugh at this thing. A squad of 10 can plausibly hold this up for 2-4 turns if you wiff a hit roll and wiff a wound a roll. Guard tanks also pee on this thing since it has no negative modifiers, no way to deepstrike, and is only marginally tougher than a leman russ against -2 and -3 firepower. Tyranids. Yeah lol guant swarms and genestealers. This is stupid. EDIT: I forgot tau. Tau have access to all kinds of deepstrike and soon to be 40" movement range melta. And their good models either are single models with invulnerable saves or come in as swarms of drones/bodies.
Ideasweasel wrote: Where are you guys getting the points total for these things? What do they clock in at?
Well they don'tknow, these are just embittered predictions made from earlier models with similar roles. Logically (in my opinion) this thing clocks in at 180- maybe a few more points if that's indeed a melta carapace weapon.
I just wish that stupid cannon wasn't d3 shots. Make it assault 2, heck make it assault 1 all I care, I would just like it to have some sort of predictability. Worst part is I'm almost certain there's going to be an upgraded box down the pipeline with a plasma weapon of some kind that's just going to leave this melta loadout in the dust. Main reason I'm getting some is because they'll be cheap and I need more skitarii anyways. I figure worst case scenario I have a kind of crap unit that's fun to paint for casual and demo games for cheap. If the rumored box price is true they'll be stupid cheap cashwise.
If they do end up getting a fleshed out set of options it could be interesting to see what it does if it could take dual melee/shooty arms and perhaps got an option for a battle cannon or punisher style Gatling cannon.
I'd love to see an Armiger holding an avenger gatling cannon in both hands, it would look amazing. Also a purely close combat oriented one with two of those centurion siege drills would look terrifying. BTW, I believe that price is basically confirmed now ($160 US/£95), a couple of sites have listed them at this point afaik.
Ideasweasel wrote: Where are you guys getting the points total for these things? What do they clock in at?
Well they don'tknow, these are just embittered predictions made from earlier models with similar roles. Logically (in my opinion) this thing clocks in at 180- maybe a few more points if that's indeed a melta carapace weapon.
Cool thanks. I saw people taking about the cost of an onager + dragoon. Was thinking dafuq? Have I missed something
Ideasweasel wrote: Where are you guys getting the points total for these things? What do they clock in at?
Well they don'tknow, these are just embittered predictions made from earlier models with similar roles. Logically (in my opinion) this thing clocks in at 180- maybe a few more points if that's indeed a melta carapace weapon.
Cool thanks. I saw people taking about the cost of an onager + dragoon. Was thinking dafuq? Have I missed something
I think that's just because it's a logical cutoff, if it costs more than those two combined then what is the point of this other than rule of cool?
This is a glorified Contemptor Dreadnought, which with a MM/CCW is only 165pt. For that, you lose 5" movement and 2 wounds, but have an invuln in shooting and close-combat, only 6" less range on the gun, and what looks to be the same CC profile. Sure it is d3 vs 1 shot on the MM, but that invuln is a big deal.
And that being said, people aren't running Contemptors much, are they? Nope. And those are an Elite slot, not a LoW and they get Chapter Tactics, which are pretty much always better than our Canticles (which we get only via a Strategem anyhow!).
225pt for this thing will be pretty overpriced. 185pt would be far closer to fair, since it has the shooting-only invuln, the 20pt for a bit of extra range and sometimes a few more shots of the MM sounds about right.
And even then, I am not planning on using them. Go figure.
This is a glorified Contemptor Dreadnought, which with a MM/CCW is only 165pt. For that, you lose 5" movement and 2 wounds, but have an invuln in shooting and close-combat, only 6" less range on the gun, and what looks to be the same CC profile. Sure it is d3 vs 1 shot on the MM, but that invuln is a big deal.
And that being said, people aren't running Contemptors much, are they? Nope. And those are an Elite slot, not a LoW and they get Chapter Tactics, which are pretty much always better than our Canticles (which we get only via a Strategem anyhow!).
225pt for this thing will be pretty overpriced. 185pt would be far closer to fair, since it has the shooting-only invuln, the 20pt for a bit of extra range and sometimes a few more shots of the MM sounds about right.
And even then, I am not planning on using them. Go figure.
The invuln for both shooting and cc is a big deal but the bigger drawback for me is the (almost guaranteed) lower WS/BS. If it had a 2+ then advancing with the thermal spear wouldn't be such a big deal. It also helps with the damage table and all those pesky -1 to hit you'll run into. It'd mitigate the fact that you can't easily reroll ones with it. But anything sub-200 I'll try both of them out for sure.
Ideasweasel wrote: Where are you guys getting the points total for these things? What do they clock in at?
Well they don'tknow, these are just embittered predictions made from earlier models with similar roles. Logically (in my opinion) this thing clocks in at 180- maybe a few more points if that's indeed a melta carapace weapon.
It is. It also has a Heavy Phospher Blaster as an option.
This is a glorified Contemptor Dreadnought, which with a MM/CCW is only 165pt. For that, you lose 5" movement and 2 wounds, but have an invuln in shooting and close-combat, only 6" less range on the gun, and what looks to be the same CC profile. Sure it is d3 vs 1 shot on the MM, but that invuln is a big deal.
And that being said, people aren't running Contemptors much, are they? Nope. And those are an Elite slot, not a LoW and they get Chapter Tactics, which are pretty much always better than our Canticles (which we get only via a Strategem anyhow!).
225pt for this thing will be pretty overpriced. 185pt would be far closer to fair, since it has the shooting-only invuln, the 20pt for a bit of extra range and sometimes a few more shots of the MM sounds about right.
And even then, I am not planning on using them. Go figure.
The invuln for both shooting and cc is a big deal but the bigger drawback for me is the (almost guaranteed) lower WS/BS. If it had a 2+ then advancing with the thermal spear wouldn't be such a big deal. It also helps with the damage table and all those pesky -1 to hit you'll run into. It'd mitigate the fact that you can't easily reroll ones with it. But anything sub-200 I'll try both of them out for sure.
Out of pure curiosity, how many point do you think a dark reaper should be?
Don't worry, 225 looks even worse when you take a look at the Relic Contemptor at 204 points.
I still maintain a 170-180 point range maybe pushing 185 if you go melta on the carapace. Otherwise, there are just loads of other options that aren't even considered to be competitive themselves that are better.
Don't worry, 225 looks even worse when you take a look at the Relic Contemptor at 204 points.
I still maintain a 170-180 point range maybe pushing 185 if you go melta on the carapace. Otherwise, there are just loads of other options that aren't even considered to be competitive themselves that are better.
I really like the relic contemptor and think it's really good but I avoided that comparison since it's forgeworld and has the relic rule (which is not a big deal but whatever). Even though the chaos version has a worse armour save I'd argue that it's even better than the SM one, and butcher cannons are stupid good in my opinion. It would be sad if the Armiger would end up costing more than the relic contemptor though.
Ideasweasel wrote: Ah I thought you were the guy who ebay’d his robots etc.
My bad
Automatically Appended Next Post:
gendoikari87 wrote: well that went better than expected. Onagers and Kastellans sold. officially out of mechanicus.
Oh wait, it was you.
Your out of Admech but can’t stay away from those sweet sweet knights eh.
I serve the emperor by any name in many ways.
Also I have a thing for mechs. And tanks.
Like I ain’t gonna lie I already picked up zeon decals for the knight and armigers and they’re getting ramba ral colors and the knight gets a red comet paint job
The real comparison would be the Redemptor dreadnaught. I think they both have 12 wounds? The guns are similar, but the Redemptor has more relevant dakka. Both have the same profile in combat. The armiger is faster and has a 5++ to shooting, but the Redemptor has access to real auras, strategems, and chapter tactics. The Redemptor is like 200 points, and is never seen in competitive play because it is bad. Under the GW pointing model, the Armiger should cost a little more than the Redemptor because it has an invul and is faster and is a Lord of War.
Hi all! I'm a fairly new player to ad mech and a long tome lurker of the forum. You are a great community fellow priests!
Regarding the armingers.. Do we know its WS ? I fear that they'll have the same 4+ has my poor fistellans. Cheers
MrKas wrote: Hi all! I'm a fairly new player to ad mech and a long tome lurker of the forum. You are a great community fellow priests!
Regarding the armingers.. Do we know its WS ? I fear that they'll have the same 4+ has my poor fistellans. Cheers
I would guess it is the same as a normal Knight. It isn't a robot, but an actual pilot.
MrKas wrote: That's what I'm hoping! But they didn't say it on community.. Doubt subsist... We need data
The only stuff we have that shoots at 4+ is stuff that is a Servitor or Robot. Everything mostly human is 3+. I think it is a safe assumption.
Sadly, it won't likely benefit from Cawl and a d3 Multimelta isn't exactly getting me hot and bothered. I'd rather take the Neutronager pretty much always.
MrKas wrote: That's what I'm hoping! But they didn't say it on community.. Doubt subsist... We need data
The only stuff we have that shoots at 4+ is stuff that is a Servitor or Robot. Everything mostly human is 3+. I think it is a safe assumption.
Sadly, it won't likely benefit from Cawl and a d3 Multimelta isn't exactly getting me hot and bothered. I'd rather take the Neutronager pretty much always.
I'll still prefer my neutronagers too but the rule of cool demands that we try our best to find a niche for the armigers. Failing so far. Their role overlap soo much with with what we already have.. It's frustrating.
MrKas wrote: That's what I'm hoping! But they didn't say it on community.. Doubt subsist... We need data
The only stuff we have that shoots at 4+ is stuff that is a Servitor or Robot. Everything mostly human is 3+. I think it is a safe assumption.
Sadly, it won't likely benefit from Cawl and a d3 Multimelta isn't exactly getting me hot and bothered. I'd rather take the Neutronager pretty much always.
MrKas wrote: That's what I'm hoping! But they didn't say it on community.. Doubt subsist... We need data
The only stuff we have that shoots at 4+ is stuff that is a Servitor or Robot. Everything mostly human is 3+. I think it is a safe assumption.
Sadly, it won't likely benefit from Cawl and a d3 Multimelta isn't exactly getting me hot and bothered. I'd rather take the Neutronager pretty much always.
What would get you hot and bothered?
In context of this new baby knight? Not much. It doesn't fit in a role we can't already fill.
We need transports, flyers and some other rules fleshed out for existing models before we need this nonsense.
gendoikari87 wrote: Okay stop with the WE business. Knights are not expressly mechanicus. They exist outside the mechanicus too. So the Armiger is filling a ton of roles
We aren't talking about other armies, we are talking about AdMech.
That being said, do enlighten me to a faction that will benefit from them? Marines have Dreads. IG has better options. I just don't see a need for these anywhere.
Wulfey wrote: The real comparison would be the Redemptor dreadnaught. I think they both have 12 wounds? The guns are similar, but the Redemptor has more relevant dakka. Both have the same profile in combat. The armiger is faster and has a 5++ to shooting, but the Redemptor has access to real auras, strategems, and chapter tactics. The Redemptor is like 200 points, and is never seen in competitive play because it is bad. Under the GW pointing model, the Armiger should cost a little more than the Redemptor because it has an invul and is faster and is a Lord of War.
The Redemptor has +1 strength +1 wound and without the pod, can cost as little as 191 points for the plasma. The plasma gun and gatling and stormbolters far outclass the melta lance. The Redemptor fist is also D6 damage, so has a higher "average" damage output than the flat 3 of the Knight. The Relic Contemptor is a better starting point as it has more similarities than the Redemptor does in terms of weapon loadout and already has the 5++ costed in. The point still remains - if these are 200+ points, they just aren't worth it compared to everything else.
gendoikari87 wrote: Okay stop with the WE business. Knights are not expressly mechanicus. They exist outside the mechanicus too. So the Armiger is filling a ton of roles
We aren't talking about other armies, we are talking about AdMech.
That being said, do enlighten me to a faction that will benefit from them? Marines have Dreads. IG has better options. I just don't see a need for these anywhere.
So, personally for me, my intention was running them with Custodes, if they were around the 150-170 mark. (well, when i say Custodes i obv mean soup ) Essentially it'd be 1000 points of supreme command Custodes, ~450-500 points of these high str "hopefully tank hunting" Knights and then a Guard battalion. All in all, the idea would give me 10 CP to play with (12 if you go for Creed - another option is Marines for Scouts and Librarians), and covers off some of the weaknesses of Custodes - namely limited long range high str weaponry, and limited ability to get CP. (list restriction of max of 1 each detachment)
However, as it stands, i'm not convinced. Hopefully they will release an all dakka version with a similar price range, but i think i'm being optimistic there. Everything will depend on the points and options.
MrKas wrote: That's what I'm hoping! But they didn't say it on community.. Doubt subsist... We need data
The only stuff we have that shoots at 4+ is stuff that is a Servitor or Robot. Everything mostly human is 3+. I think it is a safe assumption.
Sadly, it won't likely benefit from Cawl and a d3 Multimelta isn't exactly getting me hot and bothered. I'd rather take the Neutronager pretty much always.
What would get you hot and bothered?
In context of this new baby knight? Not much. It doesn't fit in a role we can't already fill.
We need transports, flyers and some other rules fleshed out for existing models before we need this nonsense.
Oh machine god! A flier would be awesome, even if the rules were terrible if the model looked cool enough I would be sold. Could imagine some pretty funky things. Shame there isn’t any forgeworld ones is there
Automatically Appended Next Post:
gendoikari87 wrote: Okay stop with the WE business. Knights are not expressly mechanicus. They exist outside the mechanicus too. So the Armiger is filling a ton of roles
I think ‘we’ works fine. This is an Admech forum thread unless I’ve taken a wrong turn at the last checkpoint
Yeah I guess the Contemptor is a better starting point. That is pathetic. I really want to like those armigers. I have 3 big knights. It would be cool to run mini knights. But yeah their stats really are just some kind of half assed contemptor.
Oh machine god! A flier would be awesome, even if the rules were terrible if the model looked cool enough I would be sold. Could imagine some pretty funky things. Shame there isn’t any forgeworld ones is there
I mean there is the quite nurgle-looking vultarax.. https://www.forgeworld.co.uk/en-SE/Mechanicum-Vultarax-Stratos-Automata I also like the look of the drill they just teased yesterday and all the suggestions that if you're brave enough you can saw that thing in half and get two (one emerging & one descending)
The Redemptor has +1 strength +1 wound and without the pod, can cost as little as 191 points for the plasma. The plasma gun and gatling and stormbolters far outclass the melta lance. The Redemptor fist is also D6 damage, so has a higher "average" damage output than the flat 3 of the Knight. The Relic Contemptor is a better starting point as it has more similarities than the Redemptor does in terms of weapon loadout and already has the 5++ costed in. The point still remains - if these are 200+ points, they just aren't worth it compared to everything else.
Yeah but the relic contemptor also has a 6+++ FNP, which maybe isn't a huge deal but I feel that the fairest comparison is a normal contemptor beefed up 10%.
Oh machine god! A flier would be awesome, even if the rules were terrible if the model looked cool enough I would be sold. Could imagine some pretty funky things. Shame there isn’t any forgeworld ones is there
I mean there is the quite nurgle-looking vultarax.. https://www.forgeworld.co.uk/en-SE/Mechanicum-Vultarax-Stratos-Automata I also like the look of the drill they just teased yesterday and all the suggestions that if you're brave enough you can saw that thing in half and get two (one emerging & one descending)
Oh yeah I forgot about those, although I had in mind something beefier or even a flying transport vehicle
fatbudda319 wrote: So I've been looking at potentially starting an Admec force. Are they as bad as people have been making out or is it people being hyperbolic?
Competitively? Pretty awful.
For the hobby? Difficult but rewarding. Gorgeous line of models, albeit it a limited range. Fun to play in fun games, especially narratives.
fatbudda319 wrote: So I've been looking at potentially starting an Admec force. Are they as bad as people have been making out or is it people being hyperbolic?
If you're looking to play regular games with fluffy lists, or even in somewhat serious but not over-the-top games, you'll find your happiness. The opinions in this thread are mostly exclusively about competitive play, tournaments and the likes, so you'll find some grim and salty statements about AdMech, as they are indeed poorly balanced for tournaments as a pure AdMech army. If you think a little while writing your lists, you'll have fun games against opponents with the same mindset.
fatbudda319 wrote: So I've been looking at potentially starting an Admec force. Are they as bad as people have been making out or is it people being hyperbolic?
It seems to depend on your mode of play. I don't play in tournaments, I play with a group of friends who have a pretty wide variety of factions between them and my Ad Mech can hold their own most of the time. I certainly don't feel overpowered but usually feel like I can compete pretty well.
Hmmm.. my friends tend to play at the more competitive end of friendly if that makes any sense at all! Any recommendations for allies (other than sisters because unfortunately I dont quite have that kind of £££) that help shore them up a bit? As you guys say, they have some brilliant models.
Once more these small knights seem to be again part of other armies and not ad mech. I don't really see a reason to have offensive fast unit charging forth when clearly can't be supported from ad mech units. Canticles by default does not exists ad mech has no really stratagem amount to spare and no way to heal buff them etc. So no invu in cc I LL repeat is like throwing points to enemy for execution. We can't seem to hold with -2 dragoon stygies our lines they now decide to throw 200 points that rush and can't shoot advance and cannot charge it's a knight but can't deal with hordes . Rush forth but can't fall back and shoot engage something it's probably the worse unit in current meta. Who in the right mind exchange a moving shooting onger with d3 neutron shots at bs 3 reroll all invu rerolling ones etc. To get what ?? D3 str 8?? Moving be 4+ wtf and not ad mech. I really can't understand this . It's stupid as always
fatbudda319 wrote: Hmmm.. my friends tend to play at the more competitive end of friendly if that makes any sense at all! Any recommendations for allies (other than sisters because unfortunately I dont quite have that kind of £££) that help shore them up a bit? As you guys say, they have some brilliant models.
I run mine with guard, mostly skitarii with infantry guard and leman russes. Works pretty well, especially good enough for a casual or somewhat tryhard casual meta.
As soon as the imperial knight codex comes out we can forget about this questor mechanicus nonsense and use the strategms and “dogmas’ that come with them. They dont work with admech, but at least we can have them benefit from similar rules within their own faction.
I dunno i could see a single armiger taking the overwatch hit for a pack of dragoons. But realistically id want a different weapon loadout. Dual plasma culverins would be nice, then we can forget how medoicre destroyers are and use armigers instead. I just wish theyd stop pushing knights as a pairing for admech when they clearly dont work rules wise. Fluffy? Hell yes, but the rules dont back up the storytelling.
Automatically Appended Next Post: Unless the knight codex has stuff in it for questor mechanicus....thats a possibility i guess.
Unless the knight codex has stuff in it for questor mechanicus....thats a possibility i guess.
I just assume that the knight codex keyword will be either questor imperialis or mechanicus and that you can choose either without consequence, as long as you don't mix within the detachment. Anything else feels both weird from a rules perspective and unfluffy.
If the knights were actually faction admech and had canticles then they would be great. There would be some reason to care about the reroll to hit in fight phase and weird melee strategems. But GW decided to pre-nerf codex admech to not apply to QUESTOR MECHANICUS. And put in special nerfs to keep the repairs from working as well as they do on guard tanks.
Wulfey wrote: If the knights were actually faction admech and had canticles then they would be great. There would be some reason to care about the reroll to hit in fight phase and weird melee strategems. But GW decided to pre-nerf codex admech to not apply to QUESTOR MECHANICUS. And put in special nerfs to keep the repairs from working as well as they do on guard tanks.
Sure, that I agree with but I hope that all knights get a 10% price drop or so and better integration with our codex when their codex drops. That's perhaps not likely to happen but hopefully they understand there's little synergy to have here right now and that neither admech or knights are doing too hot and connect the dots.
fatbudda319 wrote: So I've been looking at potentially starting an Admec force. Are they as bad as people have been making out or is it people being hyperbolic?
Certain parts of AdMech are great, especially Cawl+Kastelans and Dragoons. They convert CP into damage very efficiently. Crawlers are also the best anti-tank and anti-air specialist vehicles, with decent points cost, no move and shoot penalty, invulnerable save, and really big guns.
The rest of it sucks. Bad HQs, no transports, poor synergy, and some stuff is just outrageously overcosted...
Best you mix and match with Imperium. Bringing Guard for the CP recycling HQs and Basilisks is popular, as well as Space Marines for the scouts to create lots of distance between you and your enemy.
Right now my biggest gripe is that the 2nd enginseer in a batallion is beyond terrible. Basically you play 1900 vs 2000
Also you can't make 2x enginseer 3x troop battalions without wanting to end yourself due to literally throwing away 100 pts
Let's assume Guardsman will be increased to 5ppm with the FAQ.
Would you stop using them and rely on Ranger / Vanguard for screening and objective grabbing?
For one more save, an invuln, a better gun (sans orders) and higher special weapon density if you want it, they'd compare decently against 5ppm guardsmen in my eyes at least.
Probably not amazing enough to sweep tournaments but they'd be good enough for casual play
rvd1ofakind wrote: Right now my biggest gripe is that the 2nd enginseer in a batallion is beyond terrible. Basically you play 1900 vs 2000 Also you can't make 2x enginseer 3x troop battalions without wanting to end yourself due to literally throwing away 100 pts
This is why codex admech ends up being 1100-1300 points of MARS artillery in a spearhead. You have to run things from other books if you want something that can do something outside of the shooting phase. (except dragoons)
I dont think we’ll see any points increases anywhere in an faq. Rules tweaks and clarifications, maybe additional wargear at a push. Otherwise whats the point in having chapter approved AND and faq if they serve the same purpose?
MrMoustaffa wrote: For one more save, an invuln, a better gun (sans orders) and higher special weapon density if you want it, they'd compare decently against 5ppm guardsmen in my eyes at least.
Probably not amazing enough to sweep tournaments but they'd be good enough for casual play
Infantry are there to screen and deny deep strike. Body count matters.
And with their better save, invulnerable save and better leadership they're pretty good. Vanguard also have weight of fire and the -1 T aura to keep charges away.
I think Guardsmen are still better at 5 points. Because their numbers matter in covering more area, not to mention holding objectives.
Which is why I said they'd be decent enough for casual play but not sweep tournaments. They're not bad, not amazing, just decent. In a casual meta you could absolutely make them work. Im looking forward to collecting a bunch for cheap from all the forgebane buyers who only want the knights for a fun list, since I already have about a 40/20 split of vanguard/ranger. Problem is with soup all troops are going to suck in other codexes when they have to compete with guardsmen, since everyone just sees them as a tax to get the fun stuff in a codex and nothing else. Guardsmen don't even have to be that good, they're just the cheapest way to get CP and screen. If guardsmen go up to 5, and skitarii stayed at 7/8 it's a much more fair comparison. Skitarii are supposed to be more elite so it makes sense that they're never going to be as efficient of a screen as guardsmen.
They're not bad infantry, especially for something stuck in the troops slot. The problem is 40k is no longer stuck with a single force org. If this was 5th edition style force org, especially with mono codex, both skitarii variants would be pretty decent. They also have a couple of useable special weapons or can be run stock depending on what you need them to do. They're no onager or robot but they'd do the job decent enough, especially something simple like basic screens or anti infantry and objective work. They're better than tac Marines and most other troops at least, although that's a pretty low bar to surpass.
If the FAQ drops some sort of "formations only generate CP for the faction they're predominantly made of" rule, taking some sort of skitarii will be your best bet to get cheap batallions for CP or even taking a brigade. I just think you guys rag on them a little too much, especially if IG infantry squads get brought into line a bit. I'm a guy who predominantly runs pure IG and infantry squads, so I'm well aware of how good infantry squads are. Every time I've tried skitarii, even against really gross stuff like eldar, I really like them. Maybe not always as the core of an army, and they're not exactly as amazing as guardsmen for pure value, but I've never felt they were useless. Somewhere in a solid 6-7-mayyyyyyybe 8 /10 depending on forgeworld trait. Good enough for pickup games and the like but probably not something I'd build around for trying to take top table in ITC. They're one of those "if you want to make them work, you could" types of units.
Played against the new Tau yesterday with a Stygies detachment that included 4 Dragoons and (wait for it) 3 Dunecrawler with Eradication Beam. Along came a couple of scouts and an outrider Custodes with 3 x 3 Jetbikes and the Vexila Magnifica for -1 to hit.
The Dunecrawler are both, frustrating and amazing. They are very cheap and very durable and have the potential to be very dangerous. And thats the fun part. Now, they didnt hit or wound gak during the game because I rolled aweful BUT the opponent cannot let them just walk around and let them into 12" distance to eat 3 - 9 Melta shots. All in all and very dependent on the April update but most likely I kick Cawl and Dakkastelans out of my list in favor of Custodes.
Iago40k wrote: Played against the new Tau yesterday with a Stygies detachment that included 4 Dragoons and (wait for it) 3 Dunecrawler with Eradication Beam. Along came a couple of scouts and an outrider Custodes with 3 x 3 Jetbikes and the Vexila Magnifica for -1 to hit.
The Dunecrawler are both, frustrating and amazing. They are very cheap and very durable and have the potential to be very dangerous. And thats the fun part. Now, they didnt hit or wound gak during the game because I rolled aweful BUT the opponent cannot let them just walk around and let them into 12" distance to eat 3 - 9 Melta shots. All in all and very dependent on the April update but most likely I kick Cawl and Dakkastelans out of my list in favor of Custodes.
Iago40k wrote: Played against the new Tau yesterday with a Stygies detachment that included 4 Dragoons and (wait for it) 3 Dunecrawler with Eradication Beam. Along came a couple of scouts and an outrider Custodes with 3 x 3 Jetbikes and the Vexila Magnifica for -1 to hit.
The Dunecrawler are both, frustrating and amazing. They are very cheap and very durable and have the potential to be very dangerous. And thats the fun part. Now, they didnt hit or wound gak during the game because I rolled aweful BUT the opponent cannot let them just walk around and let them into 12" distance to eat 3 - 9 Melta shots. All in all and very dependent on the April update but most likely I kick Cawl and Dakkastelans out of my list in favor of Custodes.
Win or loss?
And more importantly did you enjoy the game?
We coulndt play it out but despite going second it would have gone my way. His first round of shooting got 1 Dunecrawler down on 1 wound and he killed one unit of scouts. With 3 riptides, coldstar, commander and a freaking lot of firewarriors. His 2nd round of shooting killed 5 Custodes bikes which was more than expected but he had to shove a lot of CP into it so I guess it was alright.
It was great fun playing with the bikes. They are what AdMech needs. Tau seems yet again to be a very gunline heavy army which will have problems. Overwatch on a 5+ with almost the whole army is nice but doesnt not kill enough i think. And they will have problems with game length. You really have to look out how long the Tau player takes since they dramatically loose their punch the longer the game continues.
Iago40k wrote: Played against the new Tau yesterday with a Stygies detachment that included 4 Dragoons and (wait for it) 3 Dunecrawler with Eradication Beam. Along came a couple of scouts and an outrider Custodes with 3 x 3 Jetbikes and the Vexila Magnifica for -1 to hit.
The Dunecrawler are both, frustrating and amazing. They are very cheap and very durable and have the potential to be very dangerous. And thats the fun part. Now, they didnt hit or wound gak during the game because I rolled aweful BUT the opponent cannot let them just walk around and let them into 12" distance to eat 3 - 9 Melta shots. All in all and very dependent on the April update but most likely I kick Cawl and Dakkastelans out of my list in favor of Custodes.
Haha i feel you on the dunecrawler frustration. Doesn't matter what weapon you pick, it still has the potential to be amazing or terrible, which is part of the fun of admech; When they work you just have to laugh and grin at the faces of your opponents as their army just vanishes. When they don't, they're just a distraction.
Theres so many weapon options they COULD have: Dual versions of any of the destroyer weapons, some sort of Volkite-based weaponary. It feels like eradication weapons should have double the number of shots; But I guess thematically that doesn't make sense. The Dunecrawler is a somewhat wasted platform imo, compared to other army's main tank base they have very few weapon options.
Iago40k wrote: Played against the new Tau yesterday with a Stygies detachment that included 4 Dragoons and (wait for it) 3 Dunecrawler with Eradication Beam. Along came a couple of scouts and an outrider Custodes with 3 x 3 Jetbikes and the Vexila Magnifica for -1 to hit.
The Dunecrawler are both, frustrating and amazing. They are very cheap and very durable and have the potential to be very dangerous. And thats the fun part. Now, they didnt hit or wound gak during the game because I rolled aweful BUT the opponent cannot let them just walk around and let them into 12" distance to eat 3 - 9 Melta shots. All in all and very dependent on the April update but most likely I kick Cawl and Dakkastelans out of my list in favor of Custodes.
Why do yo take Crawlers with Eradication Beamer and not just with Neutron Laser?
Could you post your list? I´m interested in Anti-Cawl-Tactics.
Iago40k wrote: Played against the new Tau yesterday with a Stygies detachment that included 4 Dragoons and (wait for it) 3 Dunecrawler with Eradication Beam. Along came a couple of scouts and an outrider Custodes with 3 x 3 Jetbikes and the Vexila Magnifica for -1 to hit.
The Dunecrawler are both, frustrating and amazing. They are very cheap and very durable and have the potential to be very dangerous. And thats the fun part. Now, they didnt hit or wound gak during the game because I rolled aweful BUT the opponent cannot let them just walk around and let them into 12" distance to eat 3 - 9 Melta shots. All in all and very dependent on the April update but most likely I kick Cawl and Dakkastelans out of my list in favor of Custodes.
Win or loss?
And more importantly did you enjoy the game?
We coulndt play it out but despite going second it would have gone my way. His first round of shooting got 1 Dunecrawler down on 1 wound and he killed one unit of scouts. With 3 riptides, coldstar, commander and a freaking lot of firewarriors. His 2nd round of shooting killed 5 Custodes bikes which was more than expected but he had to shove a lot of CP into it so I guess it was alright.
It was great fun playing with the bikes. They are what AdMech needs. Tau seems yet again to be a very gunline heavy army which will have problems. Overwatch on a 5+ with almost the whole army is nice but doesnt not kill enough i think. And they will have problems with game length. You really have to look out how long the Tau player takes since they dramatically loose their punch the longer the game continues.
Nice, I’m thinking about some bikes too. Good excuse to get into custodes!
Iago40k wrote: Played against the new Tau yesterday with a Stygies detachment that included 4 Dragoons and (wait for it) 3 Dunecrawler with Eradication Beam. Along came a couple of scouts and an outrider Custodes with 3 x 3 Jetbikes and the Vexila Magnifica for -1 to hit.
The Dunecrawler are both, frustrating and amazing. They are very cheap and very durable and have the potential to be very dangerous. And thats the fun part. Now, they didnt hit or wound gak during the game because I rolled aweful BUT the opponent cannot let them just walk around and let them into 12" distance to eat 3 - 9 Melta shots. All in all and very dependent on the April update but most likely I kick Cawl and Dakkastelans out of my list in favor of Custodes.
Beamer Crawlers are interesting. But I fear they aren't nearly fast enough for what are essentially Melta Tanks.
The point of the Custodes is supposed to be to give your Kastelans more time to shoot. Lol.
MrMoustaffa wrote: For one more save, an invuln, a better gun (sans orders) and higher special weapon density if you want it, they'd compare decently against 5ppm guardsmen in my eyes at least.
Probably not amazing enough to sweep tournaments but they'd be good enough for casual play
I think rangers would see a huge increase in use if they got some sort of scout rule for another option of screening out your deployment zone.
MrMoustaffa wrote: For one more save, an invuln, a better gun (sans orders) and higher special weapon density if you want it, they'd compare decently against 5ppm guardsmen in my eyes at least.
Probably not amazing enough to sweep tournaments but they'd be good enough for casual play
I think rangers would see a huge increase in use if they got some sort of scout rule for another option of screening out your deployment zone.
Hell, even just Rangers themselves being given the Sniper rules(targeting characters and Mortal Wounds+damage) would be huge. They would have been worth their original points cost if that was the case.
Thoroughly unusable. Rules as they are render them unplayable in even a totally casual game. Something that is flimsier than an Onager but costs 100 more points? Seriously? It doesn't get shroudpsalm or reroll 1s on invul saves, and can't be healed as well, so I don't think the extra wound makes it tougher than an Onager. It really is just a dreadnaught that costs another 50 points and moves a little faster.
Welp, guess I'm not going to win any games for a while haha. 200 points was the logical cutoff for these and with the melta on top they're 240, hopefully that's egregious enough for a real point drop when the knight codex hits (whereas if they were 215 I'm pretty sure they'd be left alone).Trying to stay positive
What is madness is that the knight models tend to cost more than comparable models in other ranges in points. But knights have no auras! No buffs! No rerolls! No mortal wounds! No FNP! In a game dominated by rerolls, buffs, and mortal wounds, knights bring none of them to the table. And they are VEHICLES that can't step up to the second level of any terrain on the board. A space marine devastator is a pretty lousy model on its own. They cost like 40 points after their weapon. But they have access to heaps of buffs that make their 40 points viable. Kind of. The armiger has ... piss. Any comparison with an Onager needs to account for the bonuses from shroudspalm and Cawls full reroll aura (the best thing admech has going for it). I don't see how a knight codex could fix these problems. There would need to be a huge points discount for knights to be viable again. I can't imagine that the knight codex is going to provide reroll auras.
Wulfey wrote: What is madness is that the knight models tend to cost more than comparable models in other ranges in points. But knights have no auras! No buffs! No rerolls! No mortal wounds! No FNP! In a game dominated by rerolls, buffs, and mortal wounds, knights bring none of them to the table. And they are VEHICLES that can't step up to the second level of any terrain on the board. A space marine devastator is a pretty lousy model on its own. They cost like 40 points after their weapon. But they have access to heaps of buffs that make their 40 points viable. Kind of. The armiger has ... piss. Any comparison with an Onager needs to account for the bonuses from shroudspalm and Cawls full reroll aura (the best thing admech has going for it). I don't see how a knight codex could fix these problems. There would need to be a huge points discount for knights to be viable again. I can't imagine that the knight codex is going to provide reroll auras.
They do have the "questor allegiance" keyword. Maybe that'll end up doing something? But yes, I can take a neutron onager and a dragoon and a min squad of rangers for 243 points, why oh why is this one 240?
I genuinely am curious how GW come up with the points structure for units. Dart board? Spinning wheel?
Rules department needs new blood or a more mathematical approach to balance.
Perhaps a spreadsheet like rvd1ofakind made but for the entire unit catalogue. Maybe they don’t realise that somethings are skewed. And if not, why not.
Someone sponsor rvd to draft up a little prototype for GW to help get them started haha
https://www.youtube.com/watch?v=0vXDp6SNOUo You can see it clearly in this video. It's 223 for the knight, thermal spear and chain cleaver included. So either add 4points for the stubber of 17 for the melta
Basically my prediction came true. GW doesn't know how to handle 2 things:
Big stuff
Hybrid units (that can shoot and punch)
So many of those are unusable. Especially ones that are low BS and have heavy weapons. Like the soulgrinder for example. Why is it so damn expensive? Because he can shoot and punch. Sure. However how do you get the damn thing in combat. If you move, he shoots on a 5+. That's so bad. If he gets in combat, he does sub-par damage and can't even shoot. So half the value goes out the window.
Same thing with the knights. They make stuff way too expensive for being able to do 2 things, when most of the time you won't be able to do one or the other. Sigh.........
I just saw in another thread, thanks for the info Piñacolada. Well that looks awful, I wasn't really hyped at first, seeing that GW prefers developing redundant units like the Armiger than give us a damn transport, but now this looks like a total waste of time and ressources. Glad I have my Dark Angels force to change from the faction GW is seemingly hating right now.
rvd1ofakind wrote: Basically my prediction came true. GW doesn't know how to handle 2 things:
Big stuff
Hybrid units (that can shoot and punch)
So many of those are unusable. Especially ones that are low BS and have heavy weapons. Like the soulgrinder for example. Why is it so damn expensive? Because he can shoot and punch. Sure. However how do you get the damn thing in combat. If you move, he shoots on a 5+. That's so bad. If he gets in combat, he does sub-par damage and can't even shoot. So half the value goes out the window.
Same thing with the knights. They make stuff way too expensive for being able to do 2 things, when most of the time you won't be able to do one or the other. Sigh.........
Do the warhammer community bristle at such suggestions. If they listen to feedback is it worth showing them a spreadsheet and explaining the concerns. Could they maybe not realise. I wonder if you said hey I want to help you with balance have you considered the following?
rvd1ofakind wrote: Basically my prediction came true. GW doesn't know how to handle 2 things:
Big stuff
Hybrid units (that can shoot and punch)
So many of those are unusable. Especially ones that are low BS and have heavy weapons. Like the soulgrinder for example. Why is it so damn expensive? Because he can shoot and punch. Sure. However how do you get the damn thing in combat. If you move, he shoots on a 5+. That's so bad. If he gets in combat, he does sub-par damage and can't even shoot. So half the value goes out the window.
Same thing with the knights. They make stuff way too expensive for being able to do 2 things, when most of the time you won't be able to do one or the other. Sigh.........
I get that and I agree with you by and large but why is the contemptor so much more reasonably costed then? They're the same unit basically so why is one like 70 points more than the other even though the synergy is worse?
So, colour me completely unimpressed. Surprised - definitely not, but definitely unimpressed.
240 for double melta is just ridiculously overpriced when compared to other options.
I mean - you can even get a 5 man combi melta sternguard squad or a squad of devestators with 4 multi meltas AND a drop pod for 18-21 points more. Would you take either of those units? (using drop pod as an example cos... lol.)
You could also get 10 Eldar Fire Dragons for 240 points.
As i, and many have said before, compared to the Contemptor and Relic Contemptor, there is just no point. People were also comparing it to the Redemptor before, and now, that even looks like a fantastic option vs this.
The point is, the platform is just massively massively overcosted, for what is basically 2 30" melta shots a turn - until it gets blasted off the table by turn 2 due to only having 12 wounds.
Maybe we should all send emails to the FAQ email address, asking them something like "For what reason, in a matched play game, would i take a Knight Armiger over any other melta unit in the game?"
One thing that might have been missed, which i expected anyway, is to do with the unit size.
They are 1-3 per unit, HOWEVER, they only deploy as 1 unit. After deployment they act as single units. This means you won't be able to stack future Knight/current Admech stratagems on the entire unit.
Might have been slightly more "worth it" if they remained as a single unit.
This basically makes taking them in a unit of 3 completely and utterly worthless, as it means you're missing out on 3 valuable CP.
In fairness, these are just box rules for a unit that clearly hasn't been tested that much. When the inevitable imperial knight codex comes, I think we can expect they will be improved. Hopefully with more options, like decent anti infantry.
SilverAlien wrote: In fairness, these are just box rules for a unit that clearly hasn't been tested that much. When the inevitable imperial knight codex comes, I think we can expect they will be improved. Hopefully with more options, like decent anti infantry.
More main weapons, i agree that will happen.
I very very much doubt that anything else will change though - especially as all codices are meant to be out within the next 3 months or so.
Still can't believe they would release an Imperial Knights codex, with what, two different boxes of units ? Why not write a codex: Assassinorum while we're at it ? I wish GW would tone down the love for the Imperium for a while and stop developing useless stuff nobody asked like the codex Custodes or this new mini-Knight. Every time they do this it hurts thinking about the ressources that could've gone into something needed and useful for more people.
SilverAlien wrote: In fairness, these are just box rules for a unit that clearly hasn't been tested that much. When the inevitable imperial knight codex comes, I think we can expect they will be improved. Hopefully with more options, like decent anti infantry.
That's true. Look at how many times the prices of units in Dark Imperium have changed since that box came out. I am hoping for a decent decrease in price for the Armiger.
Played a friendly game so tried about a bunch of bad units:
Servitors. "Worst unit in the game". Yeah I basically agree. Can't shoot, can't punch, can't survive, costs 12-14 pts each. At least "worst in our army"
Ruststalkers. Complete trash. Got distroyed by daemonettes, who are complete trash in their own right.
Snipers. I have 5 snipers. Did 0 wounds with them. Done and done. You CANNOT have that much points doing jack gak.
Plasma vanguard. Meh. They don't do damage and get killed like flies.
Breachers. Not terrible. Good for unorthodox screen. People tend to have anti infantry stuff to clear screens. Then they run into those and don't do anything to them.
Infiltrators. Ugh. They rely on making a 9'' charge. Very meh.
Dominus in general. No. Just no. 125 pts for re-roll 1s. That's basically all you're getting.
Vindicare assas-whahaha. WOW. I remember all the time "hey, you have a problem with characters? Take a vindicare". Dude. He has ONE SHOT. ONE. 90 pts??? ONE? WHAT? It's HEAVY? WHAT?
Other assassins did good.
Inquisitor did his job well. Made skitarii not run away and turned off strong overwatch for melee dudes to make it in.
Sounds like an incredible feat of bad luck with your snipers, I use two every game and while sometimes they aren't good, most of the time they're incredible, and they've managed me a victory twice by shooting the warlord from all across the table.
Ruststalkers are only good when rolling 6 to Wound... And charging first... So they're not really good usually, no :(
I love Infiltrators, they can turn the tide with a little luck. They're excellent as anti-T3 trash infantry.
rvd1ofakind wrote: Vindicare assas-whahaha. WOW. I remember all the time "hey, you have a problem with characters? Take a vindicare". Dude. He has ONE SHOT. ONE. 90 pts??? ONE? WHAT? It's HEAVY? WHAT?
I distinctly remember saying that if you do have to take a sniper, two Arquebuses in a minimum Ranger squad is ideal. And this was before their dropped to 7 points apiece.
rvd1ofakind wrote: Played a friendly game so tried about a bunch of bad units:
Servitors. "Worst unit in the game". Yeah I basically agree. Can't shoot, can't punch, can't survive, costs 12-14 pts each. At least "worst in our army"
Ruststalkers. Complete trash. Got distroyed by daemonettes, who are complete trash in their own right.
Snipers. I have 5 snipers. Did 0 wounds with them. Done and done. You CANNOT have that much points doing jack gak.
Plasma vanguard. Meh. They don't do damage and get killed like flies.
Breachers. Not terrible. Good for unorthodox screen. People tend to have anti infantry stuff to clear screens. Then they run into those and don't do anything to them.
Infiltrators. Ugh. They rely on making a 9'' charge. Very meh.
Dominus in general. No. Just no. 125 pts for re-roll 1s. That's basically all you're getting.
Vindicare assas-whahaha. WOW. I remember all the time "hey, you have a problem with characters? Take a vindicare". Dude. He has ONE SHOT. ONE. 90 pts??? ONE? WHAT? It's HEAVY? WHAT?
Other assassins did good.
Inquisitor did his job well. Made skitarii not run away and turned off strong overwatch for melee dudes to make it in.
While I agree with most of your points I strongly have to disagree with Plasma Vanguards. While they are squishy indeed, they can really dish out the hurt. I love them
I just really wish we would have some sort of Skitarii HQ for rerolls, because as you said, a Dominus for 125pts is just bonkers...
Snipers? What bad luck? 3+ re-roll 1s, 3+, 4/5++. D3 damage. ONE shot each. You'll usually do 0 wounds with your 30 pts weapon (I can't be bothered to check the pts as I now hate it)
What dominus weapons? Aka volkite? With it's massive 0 AP? Roll 6's to wound or bust. Phosphor serpenta is a joke, so I take stubber in case I get stuck in combat. Erad ray is just worse than Volkite.
What do you find so good about plasma vanguard. It's just 2 shots. I shot some marines with overcharge. I killed 2 marines with only a bit bellow average luck with 4 plasmas and popping stratagem with dominus next to them. Then they died like flies the second they got shot.
rvd1ofakind wrote: Vindicare assas-whahaha. WOW. I remember all the time "hey, you have a problem with characters? Take a vindicare". Dude. He has ONE SHOT. ONE. 90 pts??? ONE? WHAT? It's HEAVY? WHAT?
I distinctly remember saying that if you do have to take a sniper, two Arquebuses in a minimum Ranger squad is ideal. And this was before their dropped to 7 points apiece.
Well I had 4 skitarii snipers and Vindicare. That's what. 220-something points that did nothing?
Well, yeah, that's horrible luck you had, seriously. Mine get their points back 70% of the time, on the top of my head.
Volkite is all or nothing, that's for sure. But the Ray is better in every way but range in my opinion, killed a Dreadnought on overwatch with that thing, and a good amount of multi-wound models/characters. Yeah don't ever pick the Serpenta, agreed. The Stubber is great, it killed an Eversor in one go once when it engaged my lord, in CC.
Again. It wasn't horrible luck. Bellow average - sure. But everyone and their mother has invul saves. And when you go bellow average and do NOTHING with 220 points - you don't take that unit ever again. It takes about 6 shots to kill a T4 4++ dude. That's not acceptable. Especially when that 30 pts weapon melts as it must be in the open to shoot
And volkite is just straight up better than erad, sorry. Stats prove it. And I don't want to waste any more pts on that overpriced piece of garbage... i took 2 to have aura in base and in my silly plasma vanguard deepstrike. 1 is... fine... I guess...
Aaranis wrote: Still can't believe they would release an Imperial Knights codex, with what, two different boxes of units ? Why not write a codex: Assassinorum while we're at it ? I wish GW would tone down the love for the Imperium for a while and stop developing useless stuff nobody asked like the codex Custodes or this new mini-Knight. Every time they do this it hurts thinking about the ressources that could've gone into something needed and useful for more people.
At this point, you're probably looking at three different boxes of Armigers minimum. The shoulderpads and weapons are all one sprue, with the Mechanicus iconography being on this variant. I'd expect to see one with Imperial iconography...and one with Chaos iconography.
Why? Because all the rumors so far have been talking about a Knights Codex, not an Imperial Knights codex. Chaos Knights didn't have their rules put into the CSM book did they?
All it takes is three lists in there: one for Questoris Traitoris, Questoris Mechanicus, and Questoris Imperialis and bam. All of a sudden that book becomes a pretty good investment for anyone who wants to run a Knight.
Also worth mentioning that "Questoris Traitoris" could be opened up to Genestealer Cults as well since we know there's been Genestealer corrupted Knightly Houses.
kastelen wrote: My rangers have always performed wonderfully in my games. If anything, my onager is disappointing with it doing 0 wounds in a 4~ turn game.
If the average mathematical performance of each unit is a fact, we can't deny nobody have the same averages as the others so far
points will abjust and? it will cost 200 and? what this thing provide even to knight codex?
Rerolls? buffs? mortals something does it provide something run charge? fall back shoot anti horde what 2 melta for 200 points spare me with ad mech enough
Honestly, I don't know where they could go with this without giving it some really new ability. In terms of justifying just the points, this guy needs to shoot as well as a Crawler and hit as hard as a Dragoon with CDI. Because there is no inherent advantage in this game for taking one unit when two will suffice, given the structural advantage given to bodies.
rvd1ofakind wrote: Vindicare assas-whahaha. WOW. I remember all the time "hey, you have a problem with characters? Take a vindicare". Dude. He has ONE SHOT. ONE. 90 pts??? ONE? WHAT? It's HEAVY? WHAT?
I distinctly remember saying that if you do have to take a sniper, two Arquebuses in a minimum Ranger squad is ideal. And this was before their dropped to 7 points apiece.
I've found my arquebus snipers to be really useful.
Last game an onager left a LRBT on 2 wounds, quick bit of sniper fire (2 shots) and it's gone.
They've put wounds on Chimeras and Flyrants, not to mention their IG commander kills, Daemon Herald kills, Ork Warboss / Weirdboy kills, etc... and that's just for me.
They also force your opponent to hide characters away from line of sight to an arquebus, which I can use to make their characters not be where they want to be, whilst I whittle down elite infantry / vehicles with them in the meantime.
That is a surprise. I've run Arquebus since before the Codex and I must say, they almost always fail. Even with Cawl. Far too pricey for so little return.
I think you guys are forgetting the armigers are move 14”. That means it’ll likely get to use it’s cc weapons, that or with 12 wounds and an invuln draw enough fire so that the knight (or B.B. in my case) survives
gendoikari87 wrote: I think you guys are forgetting the armigers are move 14”. That means it’ll likely get to use it’s cc weapons, that or with 12 wounds and an invuln draw enough fire so that the knight (or B.B. in my case) survives
If you wanted to draw fire you're better off sending 3-4 dragoons or 2 beamer onager for the price of a mini knight. 3-4 dragoons will out melee a mini knight even without doctrina strategms and 2 dunecrawlers with beamers have double the firepower and more survivability.
They just dont work for us, all they really bring is style and 4 extra inches of movement.
gendoikari87 wrote: I think you guys are forgetting the armigers are move 14”. That means it’ll likely get to use it’s cc weapons, that or with 12 wounds and an invuln draw enough fire so that the knight (or B.B. in my case) survives
If you wanted to draw fire you're better off sending 3-4 dragoons or 2 beamer onager for the price of a mini knight. 3-4 dragoons will out melee a mini knight even without doctrina strategms and 2 dunecrawlers with beamers have double the firepower and more survivability.
They just dont work for us, all they really bring is style and 4 extra inches of movement.
Play 6 Dragoons for CC, 2 Armigers for the tanks, and one Knight for the rest. You now have a walker list of doom ! Looks thematically nice in my head at least.
For about 40pt more, you get a pair of Dragoons and the Neutronager. All of which will be more durable and do overall better, even if the Dragoon melee isn't as potent (it is still solid though).
Aaranis wrote: Play 6 Dragoons for CC, 2 Armigers for the tanks, and one Knight for the rest. You now have a walker list of doom ! Looks thematically nice in my head at least.
Dragoon melee not as potent? 1 dragoon with the strategem and rerolling 1s to hit generates 6 hits on average. The armiger generates 2.8 hits on average. The dragoon threatens 12 damage on str 8, -1. The armiger threatens 8.4 damage on str12, -3. Against anything less than T8, I would rather have the strategem backed dragoon. The meta is dominated by things with invul saves, so -3 is usually wasted points over -2 and -1. And don't even try and compare 1 armiger versus 2 dragoons. It is sad stuff. Like real feel bads.
Automatically Appended Next Post: If the march update doesn't nerf anything, I believe the following list with 2 variations is the strongest 'admech' list in a 2000 point ITC tournament.
MARS
Cawl + 1x4 dakkabots + 3x onagers (maybe 1x5 bots 2x onagers, and vary onager equips to taste)
SOUP
Celestine with 1Gem + Company commander (5+/5+) + 3x5 scout marine squads
Either:
STYGIES
Enginseer + 3x2 dragoons
CUSTODES
3x1 Shield captain on bike, 1 of them gets 3++ and RR charges relic
Wulfey wrote: Dragoon melee not as potent? 1 dragoon with the strategem and rerolling 1s to hit generates 6 hits on average. The armiger generates 2.8 hits on average. The dragoon threatens 12 damage on str 8, -1. The armiger threatens 8.4 damage on str12, -3. Against anything less than T8, I would rather have the strategem backed dragoon. The meta is dominated by things with invul saves, so -3 is usually wasted points over -2 and -1. And don't even try and compare 1 armiger versus 2 dragoons. It is sad stuff. Like real feel bads.
Confirmed, against stuff such as Deathwing Knights with their 3++ you'll find Dragoons to be a nightmare to them with Conqueror Doctrina. Even better against Primaris and such.
em_en_oh_pee wrote: That is a surprise. I've run Arquebus since before the Codex and I must say, they almost always fail. Even with Cawl. Far too pricey for so little return.
Mine have been hit and miss. Some games they're MVP and others they do very little. I think if I'm going to give them a fair shake I need to run say 3 units, but that feels like a significant investment for such a small squad. At least they pull AT almost as well as they can snipe, I feel like there's rarely a situation where they don't have at least some sort of useful Target on the table.
One thing I don't know if people have tried, but I've found my skitarii worked well as an addition to my foot guard lists. Skitarii in that situation essentially function as Carapace vets from previous editions. So your bulk is infantry squads, with a few vanguard squads toting plasma and a few ranger squads with arquebuses to sit in the back and ping characters or vehicles. Then you run a mix of Leman Russes and Onagers in the back depending on what you feel you need. I like Neutron lasers but have been meaning to get a couple Icarus arrays to test as well. The skitarii do a good job of hedging your bets against -1 armies and more elite targets while the guard provide CP, bulk firepower, and numbers. Probably not something you'd take to ITC but there was a time at my local store before I owned a lot of russe's where I ran it and did quite well against everything from guilleman Marines (back when they were good) to when eldar first dropped.
I have tried running a Stygies BN added to my Catachan guard army. The rangers and a unit of breachers sat in the back with my artillery/tanks and maintained OBJ control in the backfield while they also formed a last line of defense as all of my Catachans ran forward. It seemed to work out really well. The dominus and Tech Priest healed plenty of stuff and provided rerolls to my Rangers and Breachers pretty well. I really liked the Breachers ability to take out heavy infantry that either dropped in or fought through my flashlights and allowed my battle tanks to keep shooting tougher targets. They could also hang in there if charged whereas guardsmen just melt to just about anything. Just my 2 cents.
em_en_oh_pee wrote: That is a surprise. I've run Arquebus since before the Codex and I must say, they almost always fail. Even with Cawl. Far too pricey for so little return.
Mine have been hit and miss. Some games they're MVP and others they do very little. I think if I'm going to give them a fair shake I need to run say 3 units, but that feels like a significant investment for such a small squad. At least they pull AT almost as well as they can snipe, I feel like there's rarely a situation where they don't have at least some sort of useful Target on the table.
I run two min squads of rangers with 2 arquebuses (arquebi?) and auspexes. Their damage is hit or miss but the best use I've found them for is the psychological. A lot of people are really scared to move characters into their line of fire, and you perch them way back on some high terrain, they can hit nearly the whole table. I use them more as a deterrent than a killing tool.
Vitali Advenil wrote: I run two min squads of rangers with 2 arquebuses (arquebi?) and auspexes. Their damage is hit or miss but the best use I've found them for is the psychological. A lot of people are really scared to move characters into their line of fire, and you perch them way back on some high terrain, they can hit nearly the whole table. I use them more as a deterrent than a killing tool.
Arquebuses. And good players won't be afraid to move characters around. The important characters, like Company Commanders, won't be visible ever anyway.
That being said, two minimum squads is probably the way to go.
Automatically Appended Next Post: Also, off-topic, but I could use some opinions about my Battle Pilgrim Scouts:
Gray or black? Maybe a darker gray? Hard to decide. >_<
The armor is metallic black, and I am doing some silver, brass, and leather bits as I go, but I am stuck on the color of the pants and sleeves.
One thing I don't know if people have tried, but I've found my skitarii worked well as an addition to my foot guard lists. Skitarii in that situation essentially function as Carapace vets from previous editions. So your bulk is infantry squads, with a few vanguard squads toting plasma and a few ranger squads with arquebuses to sit in the back and ping characters or vehicles. Then you run a mix of Leman Russes and Onagers in the back depending on what you feel you need. I like Neutron lasers but have been meaning to get a couple Icarus arrays to test as well. The skitarii do a good job of hedging your bets against -1 armies and more elite targets while the guard provide CP, bulk firepower, and numbers. Probably not something you'd take to ITC but there was a time at my local store before I owned a lot of russe's where I ran it and did quite well against everything from guilleman Marines (back when they were good) to when eldar first dropped.
I also ran this combination a few times and I think both parts complement each other very well. You get Infantry Squads for board control, anti infantry and to take some charges and Vanguard for some heavy punch. But I wouldn´t mix Leman Russes and Crawlers tbh cause there is no real synergy between them imo.
Icarus crawlers bring a flavor of shooting that guard doesn't have. Guard doens't have access to high BS anti flier shooting. And icarus can get that +2 to hit strategem when you really need that eldar unit hit. If you have a guard brigade, 3x crawlers and a TPD or enginseer covers bases that guard cant match.
Agreed. My army is built around Cawlstar, Basilisks, Icarus Crawlers, and Dragoons. All of these things complement one another in some way. Cawlstar handles virtually anything; Basilisk handles hidden enemies; Icarus Crawlers handle enemy mobile units; and Dragoons create backfield pressure and act as counter-chargers.
Interesting the knight has a 1000% upscaled plasma calliver. No idea if it's profile will mirror it's smaller skitarii cousin but just found that interesting they went with that design compared to the newer "I can't believe it's not Tau!" design the primaris dread got
kastelen wrote: Hopefully the new knights codex will have some questor mechanicus rules.
Or just good rules overall so I can run some Knights in 40k and not just 30k.
They need to all drop by quite a bit in points to be doable though. Fitting 5 Knights at 2k should be doable without losing potency. But GW seems incapable of pricing big stuff properly, so I am not holding my breath.
They're fine in more casual settings though, really. You still have to think for a good list, but you can use more than Cawl and Robots at least. Not Ruststalkers and Servitors though, I still wonder why Servitors still exist at this point. Even a Cherubim is more useful.
But it's true I'm tired of the current state of AdMech too, I started painting my Dark Angels successors to get them some games. There's way more viable lists one can build with this faction.
9 days left for the March FAQ. I'm betting they'll release it alongside the T'au FAQ.
So the new mega knight. Going to idly speculate here. 36 wounds. T8. Overcharging plasmacannon and a weaker shadowsword volcano cannon. 4 meltas/stubbers, 4 autocannons. 800 points. It can take a warlord trait and I think you can fish a relic for it. Probably give it a relic, but save the WLT for a CP recycler or the admech +1 to reparis. What do you bring with the new mega knight?
Scouts, because that thing can still die to a deepstrike berserker charge. So if you can't put distance between mega melee units, then your knight will die. That makes slamguinius and a battalion an attractive option.
Stygies spearhead? A NECROMECHANIC admech enginseer and 3 icarus onagers can provide some pie plate screens and anti flier firepower along with the possibility of 4hp repaired per turn. Maybe even a battalion with some min cost troops and some dragoons.
So 800 points of knight. 600 points of blood angels. 600 points of admech. It would play like a shadowsword list.
Do you really think it needs more wounds than a Warhound Titan has at 1500 points?
That seems a bit harsh. But I do agree with you about the wounds, I'm guessing 28 wounds. Comparing it to the previous knights and how tall they look next to the armigers I don't think it's much taller, but the shoulders are broader
It has extra plates. Armiger = 12. Knight = 24. Super knight = 36. It is so tall it has 2 reactors where the other knight has 1. It has side plates the other knight doesn't. Anything less than 30 would be a letdown.
Wulfey wrote: It has extra plates. Armiger = 12. Knight = 24. Super knight = 36. It is so tall it has 2 reactors where the other knight has 1. It has side plates the other knight doesn't. Anything less than 30 would be a letdown.
Judging by current knight rules that sounds like under 30 wounds has been confirmed to me
I wouldn't really call it pure admech if you sprinkled some custodes in there though. How many players are at adepticon?
Also, I still really don't think the Castellan is 36 wounds, 28-30 wounds with a 6+++ sounds more believable.
rvd1ofakind wrote: cawlbots + custodes captains. Go look up Adepticon in Best Coast Pairings. It's free
I know but without posting the lists here there is nothing to talk about and since i am on my phone i would like someone to upload them. The stygies Mars custodes list is almost exactly my tournament list sans culexus and kurlovs commander.
That pure admech list has some surprising stuff in it imo. Three TPD and ruststalkers? The rest of it I can see it's purpose but are all three TPD really necessary, I'm guessing he wants a big reroll 1 bubble but surely you can save yourself some points and switch out at least one of them for an enginseer..? And the ruststalkers are certainly not the most obvious choice either. I do like the basic idea of the list though and it's nice to see pure admech being able to go over 0.500
Well it doesn't mean the list is perfect. Far from it. It'd be better without the ruststalkers and TPDs. I can see somewhat when using all the TPDs. Enginseers literally do nothing. TPD does... something. More autas to go around, he can shoot and sometimes do some mortal wounds, he can put up a fight in CC, he's durable vs 0 ap anti-horde stuff when people are full of them.
rvd1ofakind wrote: Well it doesn't mean the list is perfect. Far from it. It'd be better without the ruststalkers and TPDs. I can see somewhat when using all the TPDs. Enginseers literally do nothing. TPD does... something. More autas to go around, he can shoot and sometimes do some mortal wounds, he can put up a fight in CC, he's durable vs 0 ap anti-horde stuff when people are full of them.
Sure, but does it do more than an enginseer and 78 points worth of other stuff? If you don't run Mars then one TPD seems like an obvious choice, maybe even two, but I'd argue that there's a real point of dimishing returns after that.
If you're running Stygies, you need to bring a TPD, and you need to be able to move. This means Ballistarii, Dragoon, and Dunecrawler spam. Not surprised by the list at all. My old Stygies detachment used 2/2 Neutron/Icarus Crawlers to good effect.
He definitely should lose the Ruststalkers and extra Dominuses for more Dragoons though. I mean, MAYBE two Dominuses to allow your Crawlers to split up. (It can be hard to cover 6 Crawlers with a 6" bubble.)
The pure list is very conventional in terms of what many of us here consider competitive.
In fact, is that linds14sr20det's list? I remember advising against the Fistelans in his last tourney. His most recent list looked very similar to this. I recommended that he choose between Dragoons or Custodes, then pick up anti-infantry or anti-tank, respectively.
On a side note, if the rumors concerning Company Commanders being limited to one, not to mention Infantry going to 5, are true, I may do something like this:
Spoiler:
Imperium Battalion Detachment - 241
HQ - 76 1x Company Commander - Laspistol, Chainsword, Warlord: Grand Strategist, Kurov's Aquila
1x Primaris Psyker
Heavy Support - 940 1x Onager Dunecrawler - Neutron Laser, Heavy Strubber, Broad-Spectrum Data Tether
1x Onager Dunecrawler - Neutron Laser, Heavy Strubber, Data Tether
6x Kastelan Robots - 15x Heavy Phosphor Blasters
Stygies VIII Auxiliary Detachment - 408
Fast Attack - 408 6x Sydonian Dragoon - Taser Lance
Total: 1996 points 8 Command Points
May consider cutting a Dragoon and both Crawlers, downgrade the Vanguard to Rangers, for 3x Basilisk and a Master of Ordnance though. Might be a more efficient setup.
The stock ones, most likely: Terryn, Hawkshroud, Taranis, Raven, Cadmus
Plus, hopefully Gerantius and the Obsidian Knight along with some generic stuff for Freeblades.
As for the new Knight, keep in mind the Acastus, folks. Looking at the new Knight, I have my doubts it is much larger than a stock Knight. It certainly won't be on par with the Acastus, which is T9 30W.
gendoikari87 wrote: I’m having trouble deciding between House Terryn and house Cadmus
Automatically Appended Next Post: Terryn lets me show off my airbrush work more though... and is also red white and blue
Cadmus is green with yellow, red and black. To me, that is gorgeous. I've done Terryn and wasn't thrilled by the end. The most fun was the bone color areas for heraldry. But Cadmus has more variables for their stuff per the old Companion that I find more visually interesting.
Hawkshroud is the big one though for "look at how well I can airbrush", because yellow, black and red.
I'm going to wait and see what rules they toss out, but I am a House Raven player... which means those will be awful. Like my Metalica army. I'm not salty!
I went 2-1 at a local ITC tournament a couple weeks ago with a Mars double battalion. I lost a very close game for my first game against Death Guard+NurgleDaemons. Fought Blood Angels and crushed them utterly, and then fought another Death Guard+Nurgle Daemons player and beat him down. Here's my list:
Battalion 2)
Mars
HQ: Enginseer 2x
Troops: 5 man Vanguard, 6 man Vanguard Omnispex, 7 man Vanguard 2 Plasma Omnispex
Had my Neutronagers not whiffed when shooting those Death Guard tanks for 4 turns in a row against the first player I probably could have won that first game.
Came out 5th over all out of 22. Tough competition there too. All of the names above my own were people I had heard FLG's podcast talking about.
683 days since Fires of Cyraxus was announced. Let’s burn something in remembrance on May 10th (The anniversary of Cyraxus Announcement Day)
Genuinely concerned about the March FAQ - judging by the arbitrary Infiltrator nerf way back and the low-effort last FAQ, GW really doesn’t know what’s wrong with our army.
How does their feedback process even work? I mean, the problems are straightforward. Reduce base point costs, give us transports or Scout/Dunestrider back.
Arc Weapons need a buff in terms of rules
Rust Stalkers need a rule buff or a cost reduction
Infiltrators need +1 attack and their debuff aura back
Dominus should be cheaper
Kastelan punchy fists and flamers should be cheaper
Vanguard and Rangers could probably do with another slight point decrease unless Guardsmen are going up.
Other than that I can't really think of anything I would ask GW to improve. Its more so that Guard, Eldar, Nids, are unreasonably strong than it is that we are unreasonably weak.
The entire army needs a mobility option of some sort. Transports or rules. GW's pick.
Kataphrons need a cost decrease.
Servitors need a cost decrease.
Datasmith sort of lacks a purpose, but not complaining.
Ruststalkers need a rules buff.
Infiltrators need a cost reduction.
Questor Mechanicus needs more synergy with AdMech. It's ridiculous that everyone gets super-heavy or character synergies except for us.
I'm actually not too torn up about Enginseers and Dominuses being pricey. They're actually pretty good.
Electro-priests need a new model range, obviously that won't happen but who okayed that design?
Servitors are so bad I legit forgot we had them.
Ruststalkers are the units I keep hoping for they fix most.
Also give us new new HQ choice, just add rules for a skitarii alpha prime that could give some synergies to offensive moves or give us a dragoon HQ. I realise these are basically guaranteed not to happen but I cry everytime I have to add in that third H in my army right now, since anything over two feels super redundant.
I actually don’t hate the priest models, but I can accept why most people do.
My main criticism would be the jazz hands stuff looks a bit jarring. The fulgrite models I actually am happy with. (I know I’m alone in this thinking)
I don’t have any yet but from what I gather they get shot off the board before they can do anything. I do quite like the idea of the corp priests coming in from deep strike to use lightning hands on some hordes
PiñaColada wrote: They're just so.. odd-looking.. It certainly doesn't help that they're quite pricey in actual money either
Absolutely agree. The price is a complete joke. What they should do it change the box price to 30 and like the Vanguard/Rangers models make the unit count 10 per box.
I think they should remake Arc weapons like the Drukhari's Haywire Blaster. It's a S4 AP-1 D1 weaponds but it's special rule is as follows: "If the target is a VEHICLE and you roll a wound roll of 4+ for this weapon, the target suffers a mortal wound in addition to
any other damage. If the wound roll is 6+, inflict D3 mortal wounds instead of 1."
So that way it's still good against High T infantry and such, but you can actually wound vehicles with it, because that's the main reason you take a Arc weapon in the first place. Just add this rule, keep the actual profile of the Arc weapons and there, one problem fixed. It may require to go up in points though.
Speaking of Fulgurites, I play Stygies and last time I played against a Raven Guard player, who uses the same Infiltration stratagem as us. We talked about the moment we needed to place our models and determined it was between the roll-off to see who gets first turn and the first turn steal on a 6. So the only risk you take while placing your 20 Fulgurites is that your opponent steals it on a 6, otherwise if he haves first turn you can place them somewhere further away.
Haha we could apply that sentiment to the vast majority of the army. Maybe that should be the official tag line. Great looking models...don’t ask about the rules
Aaranis wrote: They're one of our best units though, mobility is their only issue I'd dare say.
Our units from best to worst. Sadly priests belong to "middle of the pack" IMO:
Cawl
DakKastelans Dragoons
Onagers
<gap>
skitarii
<gap>
others
<gap>
destroyers
ruststalkers
<gap>
servitors
I have a GT in mountainview to go to April 14th and we have the big march update hitting this week. This is just what I need to get me painting again. My prediction for the big update:
Nerfs to how strategems apply to units outside of the codex of the strategem (looking at you craftworld strategems on ynnari cheese).
Nerf to the 5+/5+ CP guard company commander (will really suck for admech).
Points buffs for breachers / rustalkers that still aren't enough.
Point nerfs for a few key spam units: dark reapers, flying hive tyrant wings, guardsmen who can get orders, mortars, exalted flamers being characters.
Dream buffs I would like to see: something to give the imperial agents section of index 2 a way to work better in a soup army that doesn't feel so out of place in codex40k.
How do you guys build your lists against hard-hitting alpha strike melee horde/elite lists? Like the ones that are going to get the +1 against you and are going to probably get in close combat with at least half your army turn 1.
Problem I've found is that they immediately get full board control by doing this and can really win missions where they get points for holding midfield objectives per turn.
Also, how would you guys build your lists in reaction to Adepticon's top 10 lists? What do we have to deal with flyrant spam and dark reaper spam? I'm guessing Stygies is really good here, is it good enough to basically not take cawl? And if you don't go Mars, is it still worth taking dakkabots?
As far as AdMech + Agents only lists are concerned, do you think this is the best list possible for ITC?
Mars
Cawl
3x6 rangers (1 with arc)
4 DakKastelans 2 Icarus Onagers + stubber
Stygies
2 enginseers (dominus just seems meh for only 15 vaguard)
3x5 vanguard (+1 dude on one of them)
2x3 dragoons
Vanguard
Inquisitor (psyker,spec)
Callidus
Culexus
Eversor(or 2nd Cullexus by removing 15 pts of skitarii)
Automatically Appended Next Post:
LexOdin9 wrote: How do you guys build your lists against hard-hitting alpha strike melee horde/elite lists? Like the ones that are going to get the +1 against you and are going to probably get in close combat with at least half your army turn 1.
Problem I've found is that they immediately get full board control by doing this and can really win missions where they get points for holding midfield objectives per turn.
Also, how would you guys build your lists in reaction to Adepticon's top 10 lists? What do we have to deal with flyrant spam and dark reaper spam? I'm guessing Stygies is really good here, is it good enough to basically not take cawl? And if you don't go Mars, is it still worth taking dakkabots?
Space marine scouts. Otherwise: stygies infiltrate dragoons or a big unit of skitarii.
Well Flyrants pee all over the entire admech codex. There isn't anything in there that is a point for point efficient response. Onagers mathhammer to 6 wounds a turn against a flyrant who doesn't have any FNP or additional -1 to be hit or a cover save. But your opponent is not going to leave his flyrants on the board and in front of the screen so you can shoot them. They are going to deep strike or they will be behind 30-40 mucalid spores. Every admech shooting unit is vulnerable to flyrants and flyrants also have great shooting against all of our infantry. Dragoons are good, but only if your opponent feels like putting hit flyrants in front of his spore mines so you have space to charge them. And if he puts his flyrant on the second floor of a building ... well ...
The top imperium lists all had the same few elements in common. Either they have FLYING melee models like Custodes bikers XOR Bloodangels deep strike bombs, XOR they had a herd of dark talons. The viable imperium lists had 60 guard bodies at a minimum, and usually another 30 mortar teams. Bringing point expensive shooty admech units that require LOS and can't move very fast and can't shoot after falling back is a losing combo against things that FLY, are CHARACTERS, are PSYKERS, and can DEEPSTRIKE.
EDIT: yes, to the above. Scouts or don't go to the tournament. The good admech units are shooting units. And they need to not be in melee with flyrants. The only way to buy yourself 1 turn of shooting is having scout marines to space the deepstrike.
EDIT2: and when talking about dark reapers, you will need celestine XOR custodes bikercaps XOR blood angels deepstrike bombs. You cannot efficiently shoot at aloitoc dark reapers. They always win in shooting exchanges at 48". It is just math. And don't forget that dark reapers ignore the STYGIES -1 to be hit, so ... yeah dark reapers just counter the admech codex as is.
rvd1ofakind wrote: Well the "characters" part doesn't really matter? It's only a downside for tyrants
Automatically Appended Next Post: Feel free to add a third edit about poxwalker BS where admech can't handle 250 bodies
Poxwalkers: I actually think we can handle huge body count lists. My basic guard/admech list has access to a good 120-150 shots a turn and a poxwalker list will give me 2 solid rounds of shooting from my dakkabots. I am fine with that.
Dark reapers tho ... uh ... you need specific melee support to handle those. When I faced them previously just took the 6+ to hit and shot my robots at them to make sure they died. Robots at str6,-2, ignore cover are actually great if they can get LOS. But the entire rest of the dex suffers badly.
And flyrants ... like yikes I just don't know. I think the answer is shield captains on bikes. Dragoons have a great mathhammer swing against a flyrant, if your opponent gives you the chance. I just don't see a competent player feeding you a flyrant when they have the option of blocking your charge so easily.
For next month, I will be finishing up detailing all the missile pods on my onagers and will be going all in on icarus. Neutrons are amazing if you think you will face guard parking lots. But I think those days are done. The real enemies have FLY.
EDIT: if this wasn't clear from previously, I am coming at this from a competitive ITC standpoint where I expect to see copies of the adepticon lists next month. Tournaments cost 20 bucks to get in, but I always impulse buy like 100-200 bucks of plastic and paints leading up to it to trick out my list to keep up with what is good/meta. And then there is the good 10-20 hours of modeling time to get ready. Then 10 hours of intense tournament fighting. I am a busy guy and I regard that as a serious investment and take it seriously. If something sucks, I am not bringing it to something that costs me so much. I play at least 50% admech, so my goals are always a 2-1 record. I know the limitations of the dex.